ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC vs.
Revision 1.259 by root, Fri Apr 16 23:32:07 2010 UTC

30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 40 {
59 arch_flag = op->subtype & 1; 41 set (WEAPON);
60 name_flag = op->subtype & 2; 42 set (ARMOUR);
61 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
62 } 61 }
63 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
64 { 69 {
65 arch_flag = 1; 70 set (TRANSPORT);
66 name_flag = 1; 71 set (EXIT);
67 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 85 }
86} apply_types_player_only;
69 87
70 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
71 * name or race that matches. 89// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 90
79 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88}
89
90/**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95static int
96apply_id_altar (object *money, object *altar, object *pl)
97{ 92{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 93 apply_types ()
99 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 { 95 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
130 { 97 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 98 set (SCROLL);
132 { 99 set (POTION);
133 identify (id); 100 set (CLOSE_CON);
134 101 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 102 set (LAMP);
136 if (id->msg) 103 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 104 set (DRINK);
138 105 set (FOOD);
139 /* If no more money, might as well quit now */ 106 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
141 break; 108 set (POWER_CRYSTAL);
142 } 109 set (ITEM_TRANSFORMER);
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 } 110 }
150 111} apply_types;
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157}
158
159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163void
164handle_apply_yield (object *tmp)
165{
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168}
169
170/**
171 * Handles applying a potion.
172 */
173int
174apply_potion (object *op, object *tmp)
175{
176 int got_one = 0, i;
177 object *force = 0;
178
179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (shstr_depletion)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < min (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < min (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395}
396 112
397/**************************************************************************** 113/****************************************************************************
398 * Weapon improvement code follows 114 * Weapon improvement code follows
399 ****************************************************************************/ 115 ****************************************************************************/
400 116
424 if (!item) 140 if (!item)
425 return 0; 141 return 0;
426 142
427 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item) 144 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
431 count += op->number_of (); 147 count += op->number_of ();
432 148
433 return count; 149 return count;
434} 150}
435 151
482 if (improver->slaying) 198 if (improver->slaying)
483 { 199 {
484 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
485 if (count < 1) 201 if (count < 1)
486 { 202 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 204 return 0;
489 } 205 }
490 } 206 }
491 else 207 else
492 count = 1; 208 count = 1;
617 { 333 {
618 op->failmsg ("This weapon cannot be improved any more."); 334 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 335 return 0;
620 } 336 }
621 337
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 338 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 339 && !check_item_power (op, weapon->item_power + 1))
624 { 340 {
625 op->failmsg ("Improving the weapon will make it too " 341 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 342 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 343 "really want to improve it.");
677 sacrifice_needed *= 2; 393 sacrifice_needed *= 2;
678 394
679 sacrifice_count = check_sacrifice (op, improver); 395 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 396 if (sacrifice_count < sacrifice_needed)
681 { 397 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 398 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 399 return 0;
684 } 400 }
685 401
686 eat_item (op, improver->slaying, sacrifice_needed); 402 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 403 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 425 * then calls improve_weapon to do the dirty work.
710 */ 426 */
711static int 427static int
712check_improve_weapon (object *op, object *tmp) 428check_improve_weapon (object *op, object *tmp)
713{ 429{
714 object *otmp;
715
716 if (op->type != PLAYER) 430 if (op->type != PLAYER)
717 return 0; 431 return 0;
718 432
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 433 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 434 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 435 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 436 return 0;
723 } 437 }
724 438
725 otmp = find_marked_object (op); 439 object *otmp = op->mark ();
726 440
727 if (!otmp) 441 if (!otmp)
728 { 442 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 443 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0; 444 return 0;
731 } 445 }
732 446
733 if (otmp->type != WEAPON && otmp->type != BOW) 447 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 448 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 449 op->failmsg ("Marked item is not a weapon or bow!");
450 return 0;
451 }
452
453 if (!op->apply (otmp, AP_UNAPPLY))
454 {
455 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 456 return 0;
737 } 457 }
738 458
739 op->statusmsg ("Applied weapon builder."); 459 op->statusmsg ("Applied weapon builder.");
740 460
766 * changing of physical area right now. 486 * changing of physical area right now.
767 */ 487 */
768static int 488static int
769improve_armour (object *op, object *improver, object *armour) 489improve_armour (object *op, object *improver, object *armour)
770{ 490{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 491 if (armour->magic >= settings.armor_max_enchant)
774 { 492 {
775 op->failmsg ("This armour can not be enchanted any further!"); 493 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 494 return 0;
777 } 495 }
788 } 506 }
789 507
790 /* Split objects if needed. Can't insert tmp until the 508 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 509 * end of this function - otherwise it will just re-merge.
792 */ 510 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 511 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 512
795 armour->magic++; 513 armour->magic++;
796 514
797 if (!settings.armor_speed_linear) 515 if (!settings.armor_speed_linear)
798 { 516 {
836 554
837 if (op->type == PLAYER) 555 if (op->type == PLAYER)
838 { 556 {
839 esrv_send_item (op, armour); 557 esrv_send_item (op, armour);
840 558
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 559 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 560 op->update_stats ();
843 } 561 }
844 562
845 improver->decrease (); 563 improver->decrease ();
846 564
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 644 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 645 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 646 ob_to_copy = ob;
929 647
930 item = ob_to_copy->deep_clone (); 648 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 649 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 650 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 651 }
934 else 652 else
935 { 653 {
936 if (!conv_to) 654 if (!conv_to)
949 667
950 if (nr) 668 if (nr)
951 item->nrof *= nr; 669 item->nrof *= nr;
952 670
953 if (converter->flag [FLAG_PRECIOUS]) 671 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 672 item->set_flag (FLAG_UNPAID);
955 673
956 if (is_in_shop (converter)) 674 if (converter->is_in_shop ())
957 { 675 {
958 // converters on shop floors don't work anymore, bug lets check for it 676 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 677 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 678 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 679 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 680 item->set_flag (FLAG_UNPAID);
963 } 681 }
964 else if (price_in < sint64 (item->nrof) * item->value) 682 else if (price_in < sint64 (item->nrof) * item->value)
965 { 683 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 684 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 685 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
971 */ 689 */
972 } 690 }
973 691
974 // elmex: only identify if we need to, for example so that generated money doesn't 692 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 693 // get an 'identified' flag so easily.
976 if (need_identify (item)) 694 if (item->need_identify ())
977 identify (item); 695 identify (item);
978 696
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 697 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1; 698 return 1;
981} 699}
1016 return 1; 734 return 1;
1017 } 735 }
1018 else if (!sack->env) 736 else if (!sack->env)
1019 { 737 {
1020 // active, but not ours: some other player has opened it 738 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 740 return 1;
1023 } 741 }
1024 742
1025 // fall through to opening it (active in inv) 743 // fall through to opening it (active in inv)
1026 } 744 }
1102{ 820{
1103 int rv = 0; 821 int rv = 0;
1104 double opinion; 822 double opinion;
1105 object *tmp, *next; 823 object *tmp, *next;
1106 824
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 825 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 826
1109 bool has_unpaid = false; 827 bool has_unpaid = false;
1110 828
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 829 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 830 // a quick and small change :(
1125 */ 843 */
1126 for (tmp = op->inv; tmp; tmp = next) 844 for (tmp = op->inv; tmp; tmp = next)
1127 { 845 {
1128 next = tmp->below; 846 next = tmp->below;
1129 847
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 848 if (tmp->flag [FLAG_UNPAID])
1131 { 849 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 850 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 851
1134 if (i >= 0) 852 if (i >= 0)
1135 tmp->move (i); 853 tmp->move (i);
1136 } 854 }
1137 } 855 }
1138 856
1139 /* Don't teleport things like spell effects */ 857 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 858 if (op->flag [FLAG_NO_PICK])
1141 return 0; 859 return 0;
1142 860
1143 /* unpaid objects, or non living objects, can't transfer by 861 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 862 * shop mats. Instead, put it on a nearby space.
1145 */ 863 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 864 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 865 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 866 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 867 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 868
1151 if (i != -1) 869 if (i != -1)
1164 /* this is only used for players */ 882 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 883 rv = teleport (shop_mat, SHOP_MAT, op);
1166 884
1167 if (has_unpaid) 885 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 886 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 887 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 888 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 889 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 890 op->contr->play_sound (sound_find ("shop_leave"));
1173 891
1174 if (shop_mat->msg) 892 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 893 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 894 /* 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 895 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 896 * actually the shop floor.
1179 */ 897 */
1180 else if (!rv && !is_in_shop (op)) 898 else if (!rv && !op->is_in_shop ())
1181 { 899 {
1182 opinion = shopkeeper_approval (op->map, op); 900 opinion = shopkeeper_approval (op->map, op);
1183 901
1184 op->statusmsg ( 902 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 903 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 op->y += freearr_y[i]; 924 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 925 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 926 }
1209 } 927 }
1210 928
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 929 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 930 return rv;
1213} 931}
1214 932
1215/** 933/**
1216 * Handles applying a sign. 934 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 962 op->failmsg ("You cannot read it anymore.");
1245 963
1246 return; 964 return;
1247 } 965 }
1248 966
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 967 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 968 sign->last_eat++;
1251 } 969 }
1252 970
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 971 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254 * No way to know for sure. The presumption is basically that if 972 * No way to know for sure. The presumption is basically that if
1255 * move_on is zero, it needs to be manually applied (doesn't talk 973 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 974 * to us).
1257 */ 975 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 976 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 977 {
1260 op->failmsg ("You are unable to read while blind!"); 978 op->failmsg ("You are unable to read while blind!");
1261 return; 979 return;
1262 } 980 }
1263 981
1304 EXIT_Y (trap) + freearr_y[dir], 1022 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1023 0, victim);
1306} 1024}
1307 1025
1308/** 1026/**
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) != shstr_random_map_exit)
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 // we currently don't use the message types for anything.
1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1585
1586 if (player *pl = op->contr)
1587 if (client *ns = pl->ns)
1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1589
1590 /* gain xp from reading */
1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1592 { /* only if not read before */
1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594
1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596 {
1597 /*exp_gain *= 2; because they just identified it too */
1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1599
1600 if (object *pl = tmp->visible_to ())
1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1602 }
1603
1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1659 }
1660}
1661
1662/**
1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1664 * op is the person learning the skill, tmp is the skill scroll object
1665 */
1666static void
1667apply_skillscroll (object *op, object *tmp)
1668{
1669 switch (learn_skill (op, tmp))
1670 {
1671 case 0:
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 break;
1675
1676 case 1:
1677 tmp->decrease ();
1678 op->play_sound (sound_find ("skill_learn"));
1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1680 break;
1681
1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1686 break;
1687 }
1688}
1689
1690/**
1691 * Actually makes op learn spell.
1692 * Informs player of what happens.
1693 */
1694void
1695do_learn_spell (object *op, object *spell, int special_prayer)
1696{
1697 object *tmp;
1698
1699 if (op->type != PLAYER)
1700 {
1701 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1702 return;
1703 }
1704
1705 /* Upgrade special prayers to normal prayers */
1706 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707 {
1708 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709 {
1710 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1711 return;
1712 }
1713 return;
1714 }
1715
1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1718 tmp = spell->clone ();
1719 insert_ob_in_ob (tmp, op);
1720
1721 if (special_prayer)
1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1723
1724 esrv_add_spells (op->contr, tmp);
1725}
1726
1727/**
1728 * Erases spell from player's inventory.
1729 */
1730void
1731do_forget_spell (object *op, const char *spell)
1732{
1733 object *spob;
1734
1735 if (op->type != PLAYER)
1736 {
1737 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1738 return;
1739 }
1740 if ((spob = check_spell_known (op, spell)) == NULL)
1741 {
1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1743 return;
1744 }
1745
1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1747 player_unready_range_ob (op->contr, spob);
1748 esrv_remove_spell (op->contr, spob);
1749 spob->destroy ();
1750}
1751
1752/**
1753 * Handles player applying a spellbook.
1754 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1755 * stuff like that. Random learning failure too.
1756 */
1757static void
1758apply_spellbook (object *op, object *tmp)
1759{
1760 object *skop, *spell, *spell_skill;
1761
1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1763 {
1764 op->failmsg ("You are unable to read while blind.");
1765 return;
1766 }
1767
1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1769 * instead of having their spell stored in stats.sp. These are
1770 * legacy spellbooks
1771 */
1772 if (tmp->slaying)
1773 {
1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1776 if (!spell)
1777 {
1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1779 return;
1780 }
1781 else
1782 insert_ob_in_ob (spell, tmp);
1783
1784 tmp->slaying = 0;
1785 }
1786
1787 skop = find_skill_by_name (op, tmp->skill);
1788
1789 /* need a literacy skill to learn spells. Also, having a literacy level
1790 * lower than the spell will make learning the spell more difficult */
1791 if (!skop)
1792 {
1793 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1794 return;
1795 }
1796
1797 spell = tmp->inv;
1798
1799 if (!spell)
1800 {
1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1803 return;
1804 }
1805
1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1808 {
1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1811 return;
1812 }
1813
1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1815
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 identify (tmp);
1818
1819 /* I removed the check for special_prayer_mark here - it didn't make
1820 * a lot of sense - special prayers are not found in spellbooks, and
1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1822 * they would have a special prayer mark.
1823 */
1824 if (check_spell_known (op, spell->name))
1825 {
1826 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1827 return;
1828 }
1829
1830 if (spell->skill)
1831 {
1832 spell_skill = find_skill_by_name (op, spell->skill);
1833
1834 if (!spell_skill)
1835 {
1836 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1837 return;
1838 }
1839
1840 if (spell_skill->level < spell->level)
1841 {
1842 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1843 return;
1844 }
1845 }
1846
1847 /* Logic as follows
1848 *
1849 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1850 *
1851 * 2- The learner's skill level in literacy adjusts the chance to learn
1852 * a spell.
1853 *
1854 * 3 -Automatically fail to learn if you read while confused
1855 *
1856 * Overall, chances are the same but a player will find having a high
1857 * literacy rate very useful! -b.t.
1858 */
1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1860 {
1861 op->failmsg ("In your confused state you flub the wording of the text!");
1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1863 }
1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1866 {
1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1868 do_learn_spell (op, spell, 0);
1869
1870 /* xp gain to literacy for spell learning */
1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1872 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1873 }
1874 else
1875 {
1876 op->contr->play_sound (sound_find ("fumble_spell"));
1877 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1878 }
1879
1880 tmp->decrease ();
1881}
1882
1883/**
1884 * Handles applying a spell scroll.
1885 */
1886void
1887apply_scroll (object *op, object *tmp, int dir)
1888{
1889 object *skop;
1890
1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1892 {
1893 op->failmsg ("You are unable to read while blind.");
1894 return;
1895 }
1896
1897 if (!tmp->inv || tmp->inv->type != SPELL)
1898 {
1899 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1900 return;
1901 }
1902
1903 if (op->type == PLAYER)
1904 {
1905 /* players need a literacy skill to read stuff! */
1906 int exp_gain = 0;
1907
1908 /* hard code literacy - tmp->skill points to where the exp
1909 * should go for anything killed by the spell.
1910 */
1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1912
1913 if (!skop)
1914 {
1915 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1916 return;
1917 }
1918
1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1920 change_exp (op, exp_gain, skop->skill, 0);
1921 }
1922
1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1924 identify (tmp);
1925
1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1927
1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1929 tmp->decrease ();
1930}
1931
1932/**
1933 * Applies a treasure object - by default, chest. op
1934 * is the person doing the applying, tmp is the treasure
1935 * chest.
1936 */
1937static void
1938apply_treasure (object *op, object *tmp)
1939{
1940 /* Nice side effect of this treasure creation method is that the treasure
1941 * for the chest is done when the chest is created, and put into the chest
1942 * inventory. So that when the chest burns up, the items still exist. Also
1943 * prevents people from moving chests to more difficult maps to get better
1944 * treasure
1945 */
1946 object *treas = tmp->inv;
1947
1948 if (!treas)
1949 {
1950 op->statusmsg ("The chest was empty.");
1951 tmp->decrease ();
1952 return;
1953 }
1954
1955 while (tmp->inv)
1956 {
1957 treas = tmp->inv;
1958 treas->remove ();
1959
1960 treas->x = op->x;
1961 treas->y = op->y;
1962 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1963
1964 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1965 spring_trap (treas, op);
1966
1967 /* If either player or container was destroyed, no need to do
1968 * further processing. I think this should be enclused with
1969 * spring trap above, as I don't think there is otherwise
1970 * any way for the treasure chest or player to get killed.
1971 */
1972 if (op->destroyed () || tmp->destroyed ())
1973 break;
1974 }
1975
1976 if (!tmp->destroyed () && !tmp->inv)
1977 tmp->decrease (true);
1978}
1979
1980/**
1981 * A dragon is eating some flesh. If the flesh contains resistances,
1982 * there is a chance for the dragon's skin to get improved.
1983 *
1984 * attributes:
1985 * object *op the object (dragon player) eating the flesh
1986 * object *meal the flesh item, getting chewed in dragon's mouth
1987 * return:
1988 * int 1 if eating successful, 0 if it doesn't work
1989 */
1990static int
1991dragon_eat_flesh (object *op, object *meal)
1992{
1993 object *skin = NULL; /* pointer to dragon skin force */
1994 object *abil = NULL; /* pointer to dragon ability force */
1995 object *tmp = NULL; /* tmp. object */
1996
1997 double chance; /* improvement-chance of one resistance type */
1998 double totalchance = 1; /* total chance of gaining one resistance */
1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2000 double mbonus = 0; /* monster bonus */
2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2002 int winners = 0; /* number of winners */
2003 int i; /* index */
2004
2005 /* let's make sure and doublecheck the parameters */
2006 if (meal->type != FLESH || !op->is_dragon ())
2007 return 0;
2008
2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2010 from the player's inventory */
2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2012 if (tmp->type == FORCE)
2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2014 skin = tmp;
2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2016 abil = tmp;
2017
2018 /* if either skin or ability are missing, this is an old player
2019 which is not to be considered a dragon -> bail out */
2020 if (skin == NULL || abil == NULL)
2021 return 0;
2022
2023 /* now start by filling stomache and health, according to food-value */
2024 if ((999 - op->stats.food) < meal->stats.food)
2025 op->stats.hp += (999 - op->stats.food) / 50;
2026 else
2027 op->stats.hp += meal->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031
2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2033
2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2035
2036 /* on to the interesting part: chances for adding resistance */
2037 for (i = 0; i < NROFATTACKS; i++)
2038 {
2039 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2040 {
2041 /* got positive resistance, now calculate improvement chance (0-100) */
2042
2043 /* this bonus makes resistance increase easier at lower levels */
2044 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2045 if (i == abil->stats.exp)
2046 bonus += 5; /* additional bonus for resistance of ability-focus */
2047
2048 /* monster bonus increases with level, because high-level
2049 flesh is too rare */
2050 mbonus = op->level * 20. / ((double) settings.max_level);
2051
2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2053 ((double)settings.max_level)) - skin->resist[i];
2054
2055 if (chance >= 0.)
2056 chance += 1.;
2057 else
2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2059
2060 /* chance is proportional to amount of resistance (max. 50) */
2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2062
2063 /* doubled chance for resistance of ability-focus */
2064 if (i == abil->stats.exp)
2065 chance = min (100., chance * 2.);
2066
2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2068 if (rndm (10000) < (unsigned int)(chance * 100))
2069 {
2070 atnr_winner[winners] = i;
2071 winners++;
2072 }
2073
2074 if (chance >= 0.01)
2075 totalchance *= 1 - chance / 100;
2076
2077 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2078 }
2079 }
2080
2081 /* inverse totalchance as until now we have the failure-chance */
2082 totalchance = 100 - totalchance * 100;
2083
2084 /* print message according to totalchance */
2085 const char *buf;
2086 if (totalchance > 50.)
2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2088 else if (totalchance > 10.)
2089 buf = format ("The %s tasted very good.", &meal->name);
2090 else if (totalchance > 1.)
2091 buf = format ("The %s tasted good.", &meal->name);
2092 else if (totalchance > 0.1)
2093 buf = format ("The %s tasted bland.", &meal->name);
2094 else if (totalchance >= 0.01)
2095 buf = format ("The %s had a boring taste.", &meal->name);
2096 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2097 buf = format ("The %s tasted strange.", &meal->name);
2098 else
2099 buf = format ("The %s had no taste.", &meal->name);
2100
2101 op->statusmsg (buf);
2102
2103 /* now choose a winner if we have any */
2104 i = -1;
2105 if (winners > 0)
2106 i = atnr_winner [rndm (winners)];
2107
2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2109 {
2110 /* resistance increased! */
2111 skin->resist[i]++;
2112 op->update_stats ();
2113
2114 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2115 }
2116
2117 /* if this flesh contains a new ability focus, we mark it
2118 into the ability_force and it will take effect on next level */
2119 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2120 {
2121 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2122
2123 if (meal->last_eat != abil->stats.exp)
2124 op->statusmsg (format (
2125 "Your metabolism prepares to focus on %s!\n"
2126 "The change will happen at level %d.",
2127 change_resist_msg[meal->last_eat],
2128 abil->level + 1
2129 ));
2130 else
2131 {
2132 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2133 abil->last_eat = 0;
2134 }
2135 }
2136
2137 return 1;
2138}
2139
2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214}
2215
2216/**
2217 * Handles applying an improve armor scroll.
2218 * Does some sanity checks, then calls improve_armour.
2219 */
2220static void
2221apply_armour_improver (object *op, object *tmp)
2222{
2223 object *armor;
2224
2225 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2226 {
2227 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2228 return;
2229 }
2230
2231 armor = find_marked_object (op);
2232
2233 if (!armor)
2234 {
2235 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2236 return;
2237 }
2238
2239 if (armor->type != ARMOUR
2240 && armor->type != CLOAK
2241 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2242 {
2243 op->failmsg ("Your marked item is not armour!\n");
2244 return;
2245 }
2246
2247 op->statusmsg ("Applying armour enchantment.");
2248 improve_armour (op, tmp, armor);
2249}
2250
2251void
2252apply_poison (object *op, object *tmp)
2253{
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2259 if (op->type == PLAYER)
2260 {
2261 op->contr->play_sound (sound_find ("drink_poison"));
2262 op->failmsg ("Yech! That tasted poisonous!");
2263 op->contr->killer = poison;
2264 }
2265
2266 if (poison->stats.hp > 0)
2267 {
2268 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2270 }
2271
2272 op->stats.food -= op->stats.food / 4;
2273 poison->destroy ();
2274}
2275
2276/**
2277 * This function will try to apply a lighter and in case no lighter
2278 * is specified it will try to find a lighter in the players inventory,
2279 * and inform him about this requirement.
2280 *
2281 * who - the player
2282 * op - the item we want to light
2283 * lighter - the lighter or 0 if a lighter has yet to be found
2284 */
2285static object *
2286auto_apply_lighter (object *who, object *op, object *lighter)
2287{
2288 if (lighter == 0)
2289 {
2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2291 {
2292 if (tmp->type == LIGHTER)
2293 {
2294 lighter = tmp;
2295 break;
2296 }
2297 }
2298
2299 if (!lighter)
2300 {
2301 who->failmsg (format (
2302 "You can't light up the %s with your bare hands! "
2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2304 &op->name));
2305 return 0;
2306 }
2307 }
2308
2309 // last_eat == 0 means the lighter is not being used up!
2310 if (lighter->last_eat && lighter->stats.food)
2311 {
2312 /* lighter gets used up */
2313 lighter = lighter->split ();
2314 lighter->stats.food--;
2315 who->insert (lighter);
2316 }
2317 else if (lighter->last_eat)
2318 {
2319 /* no charges left in lighter */
2320 who->failmsg (format (
2321 "You attempt to light the %s with a used up %s.",
2322 &op->name, &lighter->name));
2323 return 0;
2324 }
2325
2326 return lighter;
2327}
2328
2329/**
2330 * Designed primarily to light torches/lanterns/etc.
2331 * Also burns up burnable material too. First object in the inventory is
2332 * the selected object to "burn". -b.t.
2333 */
2334static void
2335apply_lighter (object *who, object *lighter)
2336{
2337 object *item;
2338 int is_player_env = 0;
2339
2340 item = find_marked_object (who);
2341 if (item)
2342 {
2343 if (!auto_apply_lighter (who, item, lighter))
2344 return;
2345
2346 /* Perhaps we should split what we are trying to light on fire?
2347 * I can't see many times when you would want to light multiple
2348 * objects at once.
2349 */
2350
2351 save_throw_object (item, AT_FIRE, who);
2352
2353 if (item->destroyed ()
2354 || ((item->type == LAMP || item->type == TORCH)
2355 && item->glow_radius > 0))
2356 who->statusmsg (format (
2357 "You light the %s with the %s.",
2358 &item->name, &lighter->name));
2359 else
2360 who->failmsg (format (
2361 "You attempt to light the %s with the %s and fail.",
2362 &item->name, &lighter->name));
2363 }
2364 else
2365 who->failmsg ("You need to mark a lightable object.");
2366}
2367
2368/**
2369 * This function generates a cursed effect for cursed lamps and torches.
2370 */
2371static void
2372player_apply_lamp_cursed_effect (object *who, object *op)
2373{
2374 if (op->level)
2375 {
2376 who->failmsg (format (
2377 "The %s was cursed, it explodes in a big fireball!",
2378 &op->name));
2379 create_exploding_ball_at (who, op->level);
2380 }
2381 else
2382 {
2383 who->failmsg (format (
2384 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2385 &op->name));
2386 }
2387
2388 op->destroy ();
2389}
2390
2391/**
2392 * Apply for players and lamps
2393 *
2394 * who - the player
2395 * op - the lamp
2396 */
2397static void
2398player_apply_lamp (object *who, object *op)
2399{
2400 bool switch_on = op->glow_radius ? false : true;
2401
2402 if (switch_on)
2403 {
2404 object *lighter = 0;
2405
2406 if (op->flag [FLAG_IS_LIGHTABLE]
2407 && !(lighter = auto_apply_lighter (who, op, 0)))
2408 return;
2409
2410 if (op->stats.food < 1)
2411 {
2412 if (op->type == LAMP)
2413 who->failmsg (format (
2414 "The %s is out of fuel! "
2415 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2416 &op->name));
2417 else
2418 who->failmsg (format (
2419 "The %s is burnt out! "
2420 "H<Torches and similar items burn out and become worthless.>",
2421 &op->name));
2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2426 {
2427 player_apply_lamp_cursed_effect (who, op);
2428 return;
2429 }
2430
2431 if (lighter)
2432 who->statusmsg (format (
2433 "You light up the %s with the %s.", &op->name, &lighter->name));
2434 else
2435 who->statusmsg (format ("You light up the %s.", &op->name));
2436 }
2437 else
2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2444
2445 if (op->type == TORCH)
2446 {
2447 if (!op->flag [FLAG_IS_LIGHTABLE])
2448 {
2449 who->statusmsg (format (
2450 "You put out the %s. "
2451 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2452 &op->name, &op->name));
2453 }
2454 else
2455 who->statusmsg (format (
2456 "You put out the %s."
2457 "H<Torches wear out if you put them out.>",
2458 &op->name));
2459 }
2460 else
2461 who->statusmsg (format ("You turn off the %s.", &op->name));
2462 }
2463
2464 apply_lamp (op, switch_on);
2465}
2466
2467void get_animation_from_arch (object *op, arch_ptr a)
2468{
2469 op->animation_id = a->animation_id;
2470 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2471 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2472 op->anim_speed = a->anim_speed;
2473 op->last_anim = 0;
2474 op->state = 0;
2475 op->face = a->face;
2476
2477 if (NUM_ANIMATIONS(op) > 1)
2478 {
2479 SET_ANIMATION(op, 0);
2480 animate_object (op, op->direction);
2481 }
2482 else
2483 update_object (op, UP_OBJ_FACE);
2484}
2485
2486/**
2487 * Apply for LAMPs and TORCHes.
2488 *
2489 * op - the lamp
2490 * switch_on - a flag which says whether the lamp should be switched on or off
2491 */
2492void apply_lamp (object *op, bool switch_on)
2493{
2494 op->set_glow_radius (switch_on ? op->range : 0);
2495 op->set_speed (switch_on ? op->arch->speed : 0);
2496
2497 // torches wear out if you put them out
2498 if (op->type == TORCH && !switch_on)
2499 {
2500 if (op->flag [FLAG_IS_LIGHTABLE])
2501 {
2502 op->stats.food -= (double) op->arch->stats.food / 15;
2503 if (op->stats.food < 0)
2504 op->stats.food = 0;
2505 }
2506 else
2507 op->stats.food = 0;
2508 }
2509
2510 // lamps and torched get worthless when used up
2511 if (op->stats.food <= 0)
2512 op->value = 0;
2513
2514 // FIXME: This is a hack to make the more sane torches and lamps
2515 // still animated ;-/
2516 if (op->other_arch)
2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2518
2519 if (object *pl = op->visible_to ())
2520 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521}
2522
2523/**
2524 * This handles items of type 'transformer'.
2525 * Basically those items, used with a marked item, transform both items into something
2526 * else.
2527 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528 * Change information is contained in the 'slaying' field of the marked item.
2529 * The format is as follow: transformer:[number ]yield[;transformer:...].
2530 * This way an item can be transformed in many things, and/or many objects.
2531 * The 'slaying' field for transformer is used as verb for the action.
2532 */
2533static void
2534apply_item_transformer (object *pl, object *transformer)
2535{
2536 object *marked;
2537 object *new_item;
2538 const char *find;
2539 char *separator;
2540 int yield;
2541 char got[MAX_BUF];
2542 int len;
2543
2544 if (!pl || !transformer)
2545 return;
2546
2547 marked = find_marked_object (pl);
2548
2549 if (!marked)
2550 {
2551 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2552 return;
2553 }
2554
2555 if (!marked->slaying)
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 /* check whether they are compatible or not */
2562 find = strstr (&marked->slaying, transformer->arch->archname);
2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2564 {
2565 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2566 return;
2567 }
2568
2569 find += strlen (transformer->arch->archname) + 1;
2570 /* Item can be used, now find how many and what it yields */
2571 if (isdigit (*(find)))
2572 {
2573 yield = atoi (find);
2574 if (yield < 1)
2575 {
2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2577 yield = 1;
2578 }
2579 }
2580 else
2581 yield = 1;
2582
2583 while (isdigit (*find))
2584 find++;
2585
2586 while (*find == ' ')
2587 find++;
2588
2589 memset (got, 0, MAX_BUF);
2590
2591 if ((separator = (char *) strchr (find, ';')))
2592 len = separator - find;
2593 else
2594 len = strlen (find);
2595
2596 min_it (len, MAX_BUF - 1);
2597
2598 strcpy (got, find);
2599 got[len] = '\0';
2600
2601 /* Now create new item, remove used ones when required. */
2602 new_item = get_archetype (got);
2603 if (!new_item)
2604 {
2605 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2606 return;
2607 }
2608
2609 new_item->nrof = yield;
2610
2611 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612
2613 pl->insert (new_item);
2614 /* Eat up one item */
2615 marked->decrease ();
2616
2617 /* Eat one transformer if needed */
2618 if (transformer->stats.food)
2619 if (--transformer->stats.food == 0)
2620 transformer->decrease ();
2621}
2622
2623/**
2624 * Main apply handler.
2625 *
2626 * Checks for unpaid items before applying.
2627 *
2628 * Return value:
2629 * 0: player or monster can't apply objects of that type
2630 * 1: has been applied, or there was an error applying the object
2631 * 2: objects of that type can't be applied if not in inventory
2632 *
2633 * who is the object that is causing object to be applied, op is the object
2634 * being applied.
2635 *
2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2637 * them in this function - they are passed to apply_special
2638 */
2639int
2640manual_apply (object *who, object *op, int aflag)
2641{
2642 op = op->head_ ();
2643
2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2645 {
2646 if (who->type == PLAYER)
2647 {
2648 examine (who, op);
2649 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2650 return 1;
2651 }
2652 else
2653 return 0; /* monsters just skip unpaid items */
2654 }
2655
2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2657 return RESULT_INT (0);
2658
2659 switch (op->type)
2660 {
2661 case T_HANDLE:
2662 who->play_sound (sound_find ("turn_handle"));
2663 who->statusmsg ("You turn the handle.");
2664 op->value = op->value ? 0 : 1;
2665 SET_ANIMATION (op, op->value);
2666 update_object (op, UP_OBJ_FACE);
2667 push_button (op, who);
2668 return 1;
2669
2670 case TRIGGER:
2671 if (check_trigger (op, who, who))
2672 {
2673 who->statusmsg ("You turn the handle.");
2674 who->play_sound (sound_find ("turn_handle"));
2675 }
2676 else
2677 who->failmsg ("The handle doesn't move.");
2678
2679 return 1;
2680
2681 case EXIT:
2682 if (who->type != PLAYER)
2683 return 0;
2684
2685 if (!EXIT_PATH (op))
2686 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)));
2687 else
2688 {
2689 /* Don't display messages for random maps. */
2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2691 who->statusmsg (op->msg, NDI_NAVY);
2692
2693 who->enter_exit (op);
2694 }
2695
2696 return 1;
2697
2698 case INSCRIBABLE:
2699 who->statusmsg (op->msg);
2700 // maybe show a spell menu to chose from or something like that
2701 return 1;
2702
2703 case SIGN:
2704 apply_sign (who, op, 0);
2705 return 1;
2706
2707 case BOOK:
2708 if (who->type == PLAYER)
2709 {
2710 apply_book (who, op);
2711 return 1;
2712 }
2713 else
2714 return 0;
2715
2716 case SKILLSCROLL:
2717 if (who->type == PLAYER)
2718 {
2719 apply_skillscroll (who, op);
2720 return 1;
2721 }
2722 else
2723 return 0;
2724
2725 case SPELLBOOK:
2726 if (who->type == PLAYER)
2727 {
2728 apply_spellbook (who, op);
2729 return 1;
2730 }
2731 else
2732 return 0;
2733
2734 case SCROLL:
2735 apply_scroll (who, op, 0);
2736 return 1;
2737
2738 case POTION:
2739 apply_potion (who, op);
2740 return 1;
2741
2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2743 //TODO: remove, as it is unsed?
2744 case CLOSE_CON:
2745 apply_container (who, op->env);
2746 return 1;
2747
2748 case CONTAINER:
2749 apply_container (who, op);
2750 return 1;
2751
2752 case TREASURE:
2753 if (who->type == PLAYER)
2754 {
2755 apply_treasure (who, op);
2756 return 1;
2757 }
2758 else
2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2765
2766 case WEAPON:
2767 case ARMOUR:
2768 case BOOTS:
2769 case GLOVES:
2770 case AMULET:
2771 case GIRDLE:
2772 case BRACERS:
2773 case SHIELD:
2774 case HELMET:
2775 case RING:
2776 case CLOAK:
2777 case WAND:
2778 case ROD:
2779 case HORN:
2780 case SKILL:
2781 case BOW:
2782 case BUILDER:
2783 case SKILL_TOOL:
2784 if (op->env != who)
2785 return 2; /* not in inventory */
2786
2787 apply_special (who, op, aflag);
2788 return 1;
2789
2790 case DRINK:
2791 case FOOD:
2792 case FLESH:
2793 apply_food (who, op);
2794 return 1;
2795
2796 case POISON:
2797 apply_poison (who, op);
2798 return 1;
2799
2800 case SAVEBED:
2801 return 1;
2802
2803 case ARMOUR_IMPROVER:
2804 if (who->type == PLAYER)
2805 {
2806 apply_armour_improver (who, op);
2807 return 1;
2808 }
2809 else
2810 return 0;
2811
2812 case WEAPON_IMPROVER:
2813 check_improve_weapon (who, op);
2814 return 1;
2815
2816 case CLOCK:
2817 if (who->type == PLAYER)
2818 {
2819 char buf[MAX_BUF];
2820 timeofday_t tod;
2821
2822 get_tod (&tod);
2823 who->play_sound (sound_find ("sound_clock"));
2824 who->statusmsg (format (
2825 "It is %d minute%s past %d o'clock %s",
2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2827 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2828 ));
2829 return 1;
2830 }
2831 else
2832 return 0;
2833
2834 case MENU:
2835 if (who->type == PLAYER)
2836 {
2837 shop_listing (op, who);
2838 return 1;
2839 }
2840 else
2841 return 0;
2842
2843 case POWER_CRYSTAL:
2844 apply_power_crystal (who, op); /* see egoitem.c */
2845 return 1;
2846
2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2848 if (who->type == PLAYER)
2849 {
2850 apply_lighter (who, op);
2851 return 1;
2852 }
2853 else
2854 return 0;
2855
2856 case ITEM_TRANSFORMER:
2857 apply_item_transformer (who, op);
2858 return 1;
2859
2860 default:
2861 return 0;
2862 }
2863}
2864
2865/* quiet suppresses the "don't know how to apply" and "you must get it first"
2866 * messages as needed by player_apply_below(). But there can still be
2867 * "but you are floating high above the ground" messages.
2868 *
2869 * Same return value as apply() function.
2870 */
2871int
2872player_apply (object *pl, object *op, int aflag, int quiet)
2873{
2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2875 {
2876 /* player is flying and applying object not in inventory */
2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2878 {
2879 pl->failmsg ("But you are floating high above the ground! "
2880 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2881 "or waiting till the levitation effect wears off.>");
2882 return 0;
2883 }
2884 }
2885
2886 pl->contr->last_used = op;
2887
2888 int tmp = manual_apply (pl, op, aflag);
2889
2890 if (!quiet)
2891 {
2892 if (tmp == 0)
2893 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2894 else if (tmp == 2)
2895 pl->failmsg ("You must get it first!\n");
2896 }
2897
2898 return tmp;
2899}
2900
2901/**
2902 * player_apply_below attempts to apply the object 'below' the player.
2903 * If the player has an open container, we use that for below, otherwise
2904 * we use the ground.
2905 */
2906void
2907player_apply_below (object *pl)
2908{
2909 int floors = 0;
2910
2911 /* If using a container, set the starting item to be the top
2912 * item in the container. Otherwise, use the map.
2913 * This is perhaps more complicated. However, I want to make sure that
2914 * we don't use a corrupt pointer for the next object, so we get the
2915 * next object in the stack before applying. This is can only be a
2916 * problem if player_apply() has a bug in that it uses the object but does
2917 * not return a proper value.
2918 */
2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2920 {
2921 next = tmp->below;
2922
2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2924 floors++;
2925 else if (floors > 0)
2926 return; /* process only floor objects after first floor object */
2927
2928 /* If it is visible, player can apply it. If it is applied by
2929 * person moving on it, also activate. Added code to make it
2930 * so that at least one of players movement types be that which
2931 * the item needs.
2932 */
2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2934 if (player_apply (pl, tmp, 0, 1) == 1)
2935 return;
2936
2937 if (floors >= 2)
2938 return; /* process at most two floor objects */
2939 }
2940}
2941
2942/**
2943 * Unapplies specified item. 1027 * Unapplies specified item.
2944 * No check done on cursed/damned. 1028 * No check done on cursed/damned.
2945 * Break this out of apply_special - this is just done 1029 * Break this out of apply_special - this is just done
2946 * to keep the size of apply_special to a more managable size. 1030 * to keep the size of apply_special to a more managable size.
2947 */ 1031 */
2948static int 1032static bool
2949unapply_special (object *who, object *op, int aflags) 1033unapply_special (object *who, object *op, int aflags)
2950{ 1034{
2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1035 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1036 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2953 return RESULT_INT (0); 1037 return RESULT_INT (0);
2954 1038
2955 CLEAR_FLAG (op, FLAG_APPLIED); 1039 if (who->current_weapon == op)
1040 who->current_weapon = 0;
1041
1042 op->flag [FLAG_APPLIED] = false;
2956 1043
2957 switch (op->type) 1044 switch (op->type)
2958 { 1045 {
2959 case SKILL_TOOL: 1046 case SKILL:
1047 if (player *pl = who->contr)
1048 if (op->invisible)
1049 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1050 else
1051 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1052
1053 change_abil (who, op);
1054 who->flag [FLAG_READY_SKILL] = false;
1055 break;
1056
1057 case WEAPON:
1058 who->statusmsg (format ("You unwield %s.", query_name (op)));
1059 change_abil (who, op);
1060 who->flag [FLAG_READY_WEAPON] = false;
1061
2960 // unapplying a skill tool should also unapply the skill it governs 1062 // unapplying a weapon or skill tool should also unapply the skill it governs
2961 // but this is hard, as it shouldn't do so when the skill can 1063 // but this is hard, as it shouldn't do so when the skill can
2962 // be used for other reasons 1064 // be used for other reasons
2963 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1065 if (who->chosen_skill)
2964 if (tmp->skill == op->skill 1066 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2965 && tmp->type == SKILL
2966 && tmp->flag [FLAG_APPLIED]
2967 && !tmp->flag [FLAG_CAN_USE_SKILL])
2968 unapply_special (who, tmp, 0); 1067 unapply_special (who, op, 0);
2969 1068
2970 change_abil (who, op);
2971 break; 1069 break;
2972 1070
1071 case BOW:
2973 case WEAPON: 1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case RANGED:
2974 if (player *pl = who->contr) 1076 if (player *pl = who->contr)
2975 if (op == pl->combat_ob)
2976 {
2977 pl->combat_ob = 0;
2978 who->change_weapon (pl->ranged_ob);
2979 }
2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982
2983 change_abil (who, op);
2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2985 break;
2986
2987 case SKILL:
2988 if (who->contr)
2989 { 1077 {
2990 if (IS_COMBAT_SKILL (op->subtype)) 1078 who->statusmsg (format ("You unready %s.", query_name (op)));
2991 who->change_weapon (who->contr->combat_ob = 0); 1079 change_abil (who, op);
2992 else if (IS_RANGED_SKILL (op->subtype)) 1080 }
2993 who->change_weapon (who->contr->ranged_ob = 0); 1081 else
2994 1082 {
2995 if (op->invisible) 1083 if (op->type == BOW)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1084 op->flag [FLAG_READY_BOW ] = false;
2997 else 1085 else
2998 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1086 op->flag [FLAG_READY_RANGE] = false;
2999 } 1087 }
3000 1088
3001 change_abil (who, op);
3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
3003 break; 1089 break;
3004 1090
3005 case ARMOUR: 1091 case ARMOUR:
3006 case HELMET: 1092 case HELMET:
3007 case SHIELD: 1093 case SHIELD:
3014 case CLOAK: 1100 case CLOAK:
3015 who->statusmsg (format ("You unwear %s.", query_name (op))); 1101 who->statusmsg (format ("You unwear %s.", query_name (op)));
3016 change_abil (who, op); 1102 change_abil (who, op);
3017 break; 1103 break;
3018 1104
1105 case SPELL:
3019 case BOW: 1106 case BUILDER:
3020 case WAND:
3021 case ROD:
3022 case HORN:
3023 if (player *pl = who->contr)
3024 {
3025 if (op == pl->ranged_ob)
3026 {
3027 pl->ranged_ob = 0;
3028 who->change_weapon (pl->combat_ob);
3029 }
3030
3031 who->statusmsg (format ("You unready %s.", query_name (op))); 1107 who->statusmsg (format ("You unready %s.", query_name (op)));
3032 }
3033 else
3034 {
3035 who->change_skill (0);
3036
3037 if (op->type == BOW)
3038 CLEAR_FLAG (who, FLAG_READY_BOW);
3039 else
3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
3041 }
3042
3043 break; 1108 break;
3044 1109
3045 case BUILDER: 1110 //case SKILL_TOOL://TODO
3046 if (who->contr)
3047 who->statusmsg (format ("You unready %s.", query_name (op)));
3048 break;
3049
3050 default: 1111 default:
3051 who->statusmsg (format ("You unapply %s.", query_name (op))); 1112 who->statusmsg (format ("You unapply %s.", query_name (op)));
3052 break; 1113 break;
3053 } 1114 }
3054 1115
3056 if (object *pl = op->visible_to ()) 1117 if (object *pl = op->visible_to ())
3057 esrv_send_item (pl, op); 1118 esrv_send_item (pl, op);
3058 1119
3059 who->update_stats (); 1120 who->update_stats ();
3060 1121
3061 return 0; 1122 return 1;
3062} 1123}
3063 1124
3064/** 1125/**
3065 * Returns the object that is using location 'loc'. 1126 * Returns the object that is using location 'loc'.
3066 * Note that 'start' is the first object to start examing - we 1127 * Note that 'start' is the first object to start examing - we
3078static object * 1139static object *
3079get_next_item_from_body_location (int loc, object *start) 1140get_next_item_from_body_location (int loc, object *start)
3080{ 1141{
3081 for (object *tmp = start; tmp; tmp = tmp->below) 1142 for (object *tmp = start; tmp; tmp = tmp->below)
3082 if (tmp->flag [FLAG_APPLIED] 1143 if (tmp->flag [FLAG_APPLIED]
3083 && tmp->slot[loc].info 1144 && tmp->slot [loc].info
3084 && (!tmp->invisible || tmp->type == SKILL)) 1145 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3085 return tmp; 1146 return tmp;
3086 1147
3087 return 0; 1148 return 0;
3088} 1149}
3089 1150
3102#define CANNOT_REMOVE_CURSED \ 1163#define CANNOT_REMOVE_CURSED \
3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1164 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3104 "Praying over an altar, scrolls of remove curse/damnation, " \ 1165 "Praying over an altar, scrolls of remove curse/damnation, " \
3105 "priests or even other players might help.>" 1166 "priests or even other players might help.>"
3106 1167
3107static int 1168static bool
3108unapply_for_ob (object *who, object *op, int aflags) 1169unapply_for_ob (object *who, object *op, int aflags)
3109{ 1170{
3110 if (op->is_range ()) 1171 if (op->is_range ())
3111 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1173 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3113 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1174 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3114 { 1175 {
3115 if (aflags & AP_PRINT) 1176 if (aflags & AP_PRINT)
3116 who->failmsg (query_name (tmp)); 1177 who->failmsg (query_name (tmp));
3117 else 1178 else
3118 unapply_special (who, tmp, aflags); 1179 unapply_special (who, tmp, aflags);
3121 { 1182 {
3122 /* In this case, we want to try and remove a cursed item. 1183 /* In this case, we want to try and remove a cursed item.
3123 * While we know it won't work, we want unapply_special to 1184 * While we know it won't work, we want unapply_special to
3124 * at least generate the message. 1185 * at least generate the message.
3125 */ 1186 */
3126 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1187 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3127 return 1; 1188 return 1;
3128 } 1189 }
3129 1190
3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1191 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 { 1192 {
3151#endif 1212#endif
3152 return 1; 1213 return 1;
3153 } 1214 }
3154 1215
3155 /* If we are just printing, we don't care about cursed status */ 1216 /* If we are just printing, we don't care about cursed status */
3156 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1217 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3157 { 1218 {
3158 if (aflags & AP_PRINT) 1219 if (aflags & AP_PRINT)
3159 who->failmsg (query_name (tmp)); 1220 who->failmsg (query_name (tmp));
3160 else 1221 else
3161 unapply_special (who, tmp, aflags); 1222 unapply_special (who, tmp, aflags);
3165 /* Cursed item that we can't unequip - tell the player. 1226 /* Cursed item that we can't unequip - tell the player.
3166 * Note this could be annoying if this is just one of a few, 1227 * Note this could be annoying if this is just one of a few,
3167 * so it may not be critical (eg, putting on a ring and you have 1228 * so it may not be critical (eg, putting on a ring and you have
3168 * one cursed ring.) 1229 * one cursed ring.)
3169 */ 1230 */
3170 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1231 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3171 } 1232 }
3172 1233
3173 last = tmp->below; 1234 last = tmp->below;
3174 } 1235 }
3175 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1236 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3234 continue; 1295 continue;
3235 } 1296 }
3236 1297
3237 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1298 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3238 if (!tmp1) 1299 if (!tmp1)
3239 {
3240#if 0
3241 /* This is sort of an error, but happens a lot when old players
3242 * join in with more stuff equipped than they are now allowed.
3243 */
3244 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3245#endif
3246 retval |= CAN_APPLY_NEVER; 1300 retval |= CAN_APPLY_NEVER;
3247 }
3248 else 1301 else
3249 { 1302 {
3250 /* need to unapply something. However, if this something 1303 /* need to unapply something. However, if this something
3251 * is different than we had found before, it means they need 1304 * is different than we had found before, it means they need
3252 * to apply multiple objects 1305 * to apply multiple objects
3281 * the weapon/shield checks, and the range checks for monsters, 1334 * the weapon/shield checks, and the range checks for monsters,
3282 * because you can't control those just by body location - bows, shields, 1335 * because you can't control those just by body location - bows, shields,
3283 * and weapons all use the same slot. Similar for horn/rod/wand - they 1336 * and weapons all use the same slot. Similar for horn/rod/wand - they
3284 * all use the same location. 1337 * all use the same location.
3285 */ 1338 */
3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1339 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3287 retval |= CAN_APPLY_RESTRICTION; 1340 retval |= CAN_APPLY_RESTRICTION;
3288 1341
3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1342 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3290 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3291 1344
3292 if (who->type != PLAYER) 1345 if (who->type != PLAYER)
3293 { 1346 {
3294 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1347 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3295 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3296 1349
3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1350 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3298 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3299 1352
3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1353 if (op->type == RING && !who->flag [FLAG_USE_RING])
3301 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3302 1355
3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1356 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3304 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3305 } 1358 }
3306 1359
3307 return retval; 1360 return retval;
3308} 1361}
3332 */ 1385 */
3333 1386
3334#define LACK_ITEM_POWER \ 1387#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1388 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336 1389
3337int 1390static bool
3338apply_special (object *who, object *op, int aflags) 1391apply_special (object *who, object *op, int aflags)
3339{ 1392{
3340 int basic_flag = aflags & AP_BASIC_FLAGS; 1393 int basic_flag = aflags & AP_MODE;
3341 object *tmp, *tmp2, *skop = NULL; 1394 object *tmp, *tmp2, *skop = NULL;
3342 1395
3343 if (who == NULL) 1396 if (who == NULL)
3344 { 1397 {
3345 LOG (llevError, "apply_special() from object without environment.\n"); 1398 LOG (llevError, "apply_special() from object without environment.\n");
3346 return 1; 1399 return 1;
3347 } 1400 }
3348 1401
1402 //TODO: remove these when apply_special is no longer exposed
3349 if (op->env != who) 1403 if (op->env != who)
3350 return 1; /* op is not in inventory */ 1404 return 1; /* op is not in inventory */
3351 1405
3352 /* trying to unequip op */ 1406 /* trying to unequip op */
3353 if (QUERY_FLAG (op, FLAG_APPLIED)) 1407 if (op->flag [FLAG_APPLIED])
3354 { 1408 {
3355 /* always apply, so no reason to unapply */ 1409 /* always apply, so no reason to unapply */
3356 if (basic_flag == AP_APPLY) 1410 if (basic_flag == AP_APPLY)
3357 return 0; 1411 return 0;
3358 1412
3359 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1413 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3360 { 1414 {
3361 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1415 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3362 return 1; 1416 return 1;
3363 } 1417 }
3364 1418
3365 return unapply_special (who, op, aflags); 1419 return unapply_special (who, op, aflags);
3366 } 1420 }
3367 else if (basic_flag == AP_UNAPPLY) 1421 else if (basic_flag == AP_UNAPPLY)
3368 return 0; 1422 return 0;
3369 1423
3370 // if the item is combat/ranged, wield the relevant slot first
3371 // to resolve conflicts.
3372 if (player *pl = who->contr)
3373 switch (op->slottype ())
3374 {
3375 case slot_combat: who->change_weapon (pl->combat_ob); break;
3376 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3377 }
3378
3379 splay (op); 1424 splay (op);
3380 1425
3381 /* Can't just apply this object. Lets see what not and what to do */ 1426 /* Can't just apply this object. Lets see what not and what to do */
3382 if (int i = can_apply_object (who, op)) 1427 if (int i = can_apply_object (who, op))
3383 { 1428 {
3384 if (i & CAN_APPLY_NEVER) 1429 if (i & CAN_APPLY_NEVER)
3385 { 1430 {
3386 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1431 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3387 return 1; 1432 return 1;
3388 } 1433 }
3389 else if (i & CAN_APPLY_RESTRICTION) 1434 else if (i & CAN_APPLY_RESTRICTION)
3390 { 1435 {
3391 who->failmsg (format ( 1436 who->failmsgf (
3392 "You have a prohibition against using a %s. " 1437 "You have a prohibition against using a %s. "
3393 "H<Your belief, profession or class prevents you from applying this item.>", 1438 "H<Your belief, profession or class prevents you from applying this item.>",
3394 query_name (op) 1439 query_name (op)
3395 )); 1440 );
3396 return 1; 1441 return 1;
3397 } 1442 }
3398 1443
3399 if (who->type != PLAYER) 1444 if (who->type != PLAYER)
3400 { 1445 {
3416 } 1461 }
3417 } 1462 }
3418 1463
3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1464 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420 { 1465 {
1466 // try to ready attached skill first
3421 skop = find_skill_by_name (who, op->skill); 1467 skop = find_skill_by_name (who, op->skill);
3422 1468
3423 if (!skop) 1469 if (!skop)
3424 { 1470 {
3425 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1471 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3426 return 1; 1472 return 1;
3427 } 1473 }
3428 else 1474 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3429 /* While experience will be credited properly, we want to change the
3430 * skill so that the dam and wc get updated
3431 */ 1475 {
3432 who->change_skill (skop); 1476 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1477 return 1;
1478 }
3433 } 1479 }
3434 1480
3435 if (!check_item_power (who, op->item_power)) 1481 if (!check_item_power (who, op->item_power))
3436 { 1482 {
3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1483 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3440 1486
3441 /* Ok. We are now at the state where we can apply the new object. 1487 /* Ok. We are now at the state where we can apply the new object.
3442 * Note that we don't have the checks for can_use_... 1488 * Note that we don't have the checks for can_use_...
3443 * below - that is already taken care of by can_apply_object. 1489 * below - that is already taken care of by can_apply_object.
3444 */ 1490 */
1491
1492 // split away all the other items from the stack, so only one item is left
3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1493 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3446 1494
3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1495 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3448 return RESULT_INT (0); 1496 return RESULT_INT (0);
3449 1497
3450 switch (op->type) 1498 switch (op->type)
3451 { 1499 {
3452 case WEAPON: 1500 case WEAPON:
3453 //TODO: this obviously fails for players using a shorter prefix 1501 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3454 // i.e. "R" can use Ragnarok's sword.
3455 if (op->level && !op->name.starts_with (who->name))
3456 { 1502 {
3457 /* if the weapon does not have the name as the character, can't use it. */ 1503 /* if the weapon does not have the name as the character, can't use it. */
3458 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1504 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3459 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1505 who->failmsg ("The weapon does not recognize you as its owner. "
3460 1506 "H<Its name indicates that it belongs to somebody else.>");
3461 if (tmp) 1507 if (tmp) who->insert (tmp);
3462 insert_ob_in_ob (tmp, who);
3463
3464 return 1; 1508 return 1;
3465 } 1509 }
3466 1510
3467 if (!skop) 1511 op->flag [FLAG_APPLIED] = true;
1512
1513 if (player *pl = who->contr)
3468 { 1514 {
3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1515 who->statusmsg (format ("You wield %s.", query_name (op)));
3470 return 1; 1516 change_abil (who, op);
3471 } 1517 }
3472 1518
3473 SET_FLAG (op, FLAG_APPLIED); 1519 op->flag [FLAG_READY_WEAPON] = true;
3474 who->change_skill (skop);
3475
3476 if (who->contr)
3477 who->change_weapon (who->contr->combat_ob = op);
3478
3479 who->statusmsg (format ("You wield %s.", query_name (op)));
3480
3481 SET_FLAG (who, FLAG_READY_WEAPON);
3482 change_abil (who, op);
3483 break; 1520 break;
3484 1521
3485 case ARMOUR: 1522 case ARMOUR:
3486 case HELMET: 1523 case HELMET:
3487 case SHIELD: 1524 case SHIELD:
3490 case GIRDLE: 1527 case GIRDLE:
3491 case BRACERS: 1528 case BRACERS:
3492 case CLOAK: 1529 case CLOAK:
3493 case RING: 1530 case RING:
3494 case AMULET: 1531 case AMULET:
3495 SET_FLAG (op, FLAG_APPLIED); 1532 op->set_flag (FLAG_APPLIED);
3496 who->statusmsg (format ("You wear %s.", query_name (op))); 1533 who->statusmsg (format ("You wear %s.", query_name (op)));
3497 change_abil (who, op); 1534 change_abil (who, op);
3498 break; 1535 break;
3499 1536
3500 case SKILL_TOOL: 1537 case SKILL_TOOL:
3501 // applying a skill tool also readies the skill 1538 // applying a skill tool does not ready the skill
3502 SET_FLAG (op, FLAG_APPLIED); 1539 // if something needs the skill, it has to ready it itself
1540 //TODO: unapplying should unapply the skill, though
1541 op->set_flag (FLAG_APPLIED);
1542 break;
3503 1543
1544 case SKILL:
3504 if (!(aflags & AP_NO_READY)) 1545 if (!(aflags & AP_NO_SLOT))
3505 { 1546 {
3506 skop = find_skill_by_name (who, op->skill); 1547 // skill is used on it's own, as opposed to being a chosen_skill
3507 if (!skop->flag [FLAG_APPLIED]) 1548
3508 apply_special (who, skop, AP_APPLY); 1549 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1550 {
1551 who->failmsgf (
1552 "You feel as if you wanted to do something funny, but you can't remember what. "
1553 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1554 "It cannot be used on its own.>",
1555 &op->skill
1556 );
1557 if (tmp) who->insert (tmp);
1558 return 1;
1559 }
1560
1561 if (skill_flags [op->subtype] & SF_AUTARK
1562 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1563 {
1564 if (skill_flags [op->subtype] & SF_USE)
1565 who->failmsgf (
1566 "You feel as if you wanted to do something funny, but you can't remember what. "
1567 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1568 &op->skill, &op->skill
1569 );
1570 else
1571 who->failmsgf (
1572 "You feel as if you wanted to do something funny, but you can't remember what. "
1573 "H<The %s skill cannot be readied or used, it is always active.>",
1574 &op->skill
1575 );
1576
1577 if (tmp) who->insert (tmp);
1578
1579 return 1;
1580 }
1581
1582 if (who->contr)
1583 if (op->invisible)
1584 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1585 else
1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3509 } 1587 }
1588
1589 who->set_flag (FLAG_READY_SKILL);
1590 op->set_flag (FLAG_APPLIED);
1591 change_abil (who, op);
3510 break; 1592 break;
3511 1593
3512 case SKILL:
3513 if (player *pl = who->contr)
3514 {
3515 if (IS_COMBAT_SKILL (op->subtype))
3516 {
3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3518 {
3519 for (object *item = who->inv; item; item = item->below)
3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3521 {
3522 if (item->skill == op->skill)
3523 {
3524 who->change_weapon (pl->combat_ob = item);
3525 goto found_weapon;
3526 }
3527 }
3528
3529 who->failmsg (format (
3530 "You need to apply a '%s' melee weapon before readying this skill. "
3531 "H<Some skills need an item, in this case a melee weapon, to function.>",
3532 &op->skill
3533 ));
3534 return 1;
3535
3536 found_weapon:;
3537 }
3538 else
3539 who->change_weapon (pl->combat_ob = op);
3540 }
3541 else if (IS_RANGED_SKILL (op->subtype))
3542 {
3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3544 {
3545 for (object *item = who->inv; item; item = item->below)
3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3547 {
3548 //TODO: bows should/must all have skill missile weapon right now
3549 who->change_weapon (pl->ranged_ob = item);
3550 goto found_bow;
3551 }
3552
3553 who->failmsg (
3554 "You need to apply a missile weapon before readying this skill. "
3555 "H<Some skills need an item, in this case a missile weapon, to function.>"
3556 );
3557 return 1;
3558
3559 found_bow:;
3560 }
3561 else
3562 who->change_weapon (pl->ranged_ob = op);
3563 }
3564
3565 if (!op->invisible)
3566 {
3567 who->statusmsg (format (
3568 "You ready %s."
3569 "You can now use the skill: %s.",
3570 query_name (op),
3571 &op->skill
3572 ));
3573 }
3574 else
3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3576 }
3577 else
3578 {
3579 SET_FLAG (op, FLAG_APPLIED);
3580 change_abil (who, op);
3581 who->chosen_skill = op;
3582 SET_FLAG (who, FLAG_READY_SKILL);
3583 }
3584
3585 break;
3586
3587 case BOW: 1594 case BOW:
3588 if (op->level && !op->name.starts_with (who->name)) 1595 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3589 { 1596 {
3590 who->failmsg ("The weapon does not recognize you as its owner. " 1597 who->failmsg ("The weapon does not recognize you as its owner. "
3591 "H<Its name indicates that it belongs to somebody else.>"); 1598 "H<Its name indicates that it belongs to somebody else.>");
3592 if (tmp) 1599 if (tmp) who->insert (tmp);
3593 insert_ob_in_ob (tmp, who);
3594
3595 return 1; 1600 return 1;
3596 } 1601 }
1602
1603 if (player *pl = who->contr)
1604 {
1605 op->flag [FLAG_APPLIED] = true;
1606 who->statusmsg (format ("You wield the %s.", query_name (op)));
1607 change_abil (who, op);
1608 }
1609 break;
1610
1611 case RANGED:
1612 if (player *pl = who->contr)
1613 {
1614 op->flag [FLAG_APPLIED] = true;
1615 who->statusmsg (format ("You applied the %s.", query_name (op)));
1616 }
1617 break;
1618
1619 case SPELL:
1620 if (player *pl = who->contr)
1621 {
1622 op->flag [FLAG_APPLIED] = true;
1623 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1624 }
1625 break;
3597 1626
3598 /*FALLTHROUGH*/ 1627 /*FALLTHROUGH*/
3599 case WAND: 1628 case WAND:
3600 case ROD: 1629 case ROD:
3601 case HORN: 1630 case HORN:
3602 /* check for skill, alter player status */ 1631 op->flag [FLAG_APPLIED] = true;
3603 1632
3604 if (!skop) 1633 if (player *pl = who->contr)
3605 { 1634 {
3606 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3607 return 1;
3608 }
3609
3610 SET_FLAG (op, FLAG_APPLIED);
3611 who->change_skill (skop);
3612
3613 if (who->contr)
3614 {
3615 who->contr->ranged_ob = op;
3616
3617 who->statusmsg (format ("You ready %s.", query_name (op))); 1635 who->statusmsg (format ("You ready %s.", query_name (op)));
3618 1636
3619 if (op->type == BOW) 1637 if (op->type == BOW)
3620 {
3621 who->current_weapon = op;
3622 change_abil (who, op);
3623 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1638 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3624 } 1639
1640 change_abil (who, op);
3625 } 1641 }
3626 else 1642 else
3627 { 1643 {
3628 if (op->type == BOW) 1644 if (op->type == BOW)
3629 SET_FLAG (who, FLAG_READY_BOW); 1645 op->flag [FLAG_READY_BOW ] = true;
3630 else 1646 else
3631 SET_FLAG (who, FLAG_READY_RANGE); 1647 op->flag [FLAG_READY_RANGE] = true;
3632 } 1648 }
3633 1649
3634 break; 1650 break;
3635 1651
3636 case BUILDER: 1652 case BUILDER:
3637 if (who->type == PLAYER) 1653 if (player *pl = who->contr)
3638 { 1654 {
3639 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3640 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3641 unapply_special (who, who->contr->ranged_ob, 0);
3642
3643 who->statusmsg (format ("You ready your %s.", query_name (op))); 1655 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644 1656 //TODO: change_abil?
3645 who->contr->ranged_ob = op;
3646 } 1657 }
3647 break; 1658 break;
3648 1659
3649 default: 1660 default:
3650 who->statusmsg (format ("You apply %s.", query_name (op))); 1661 who->statusmsg (format ("You apply %s.", query_name (op)));
3651 } 1662 }
3652 1663
3653 SET_FLAG (op, FLAG_APPLIED); 1664 op->set_flag (FLAG_APPLIED);
3654 1665
3655 if (tmp)
3656 who->insert (tmp); 1666 if (tmp) who->insert (tmp);
3657 1667
3658 who->update_stats (); 1668 who->update_stats ();
3659 1669
3660 /* We exclude spell casting objects. The fire code will set the 1670 /* We exclude spell casting objects. The fire code will set the
3661 * been applied flag when they are used - until that point, 1671 * been applied flag when they are used - until that point,
3662 * you don't know anything about them. 1672 * you don't know anything about them.
3663 */ 1673 */
3664 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1674 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3665 SET_FLAG (op, FLAG_BEEN_APPLIED); 1675 op->set_flag (FLAG_BEEN_APPLIED);
3666 1676
3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1677 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3668 if (who->type == PLAYER) 1678 if (who->type == PLAYER)
3669 { 1679 {
3670 who->failmsg ( 1680 who->failmsg (
3671 "Oops, it feels deadly cold! " 1681 "Oops, it feels deadly cold! "
3672 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1682 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3673 ); 1683 );
3674 SET_FLAG (op, FLAG_KNOWN_CURSED); 1684 op->set_flag (FLAG_KNOWN_CURSED);
3675 } 1685 }
3676 1686
3677 if (object *pl = op->visible_to ()) 1687 if (object *pl = op->visible_to ())
3678 esrv_send_item (pl, op); 1688 esrv_send_item (pl, op);
3679 1689
3680 return 0; 1690 return 0;
1691}
1692
1693/**
1694 * Check if op should abort moving victim because of it's race or slaying.
1695 * Returns 1 if it should abort, returns 0 if it should continue.
1696 */
1697int
1698should_director_abort (object *op, object *victim)
1699{
1700 int arch_flag, name_flag, race_flag;
1701
1702 /* Get flags to determine what of arch, name, and race should be checked.
1703 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1704 * the next is the name flag, and the last is the race flag. Also note,
1705 * if subtype is set to zero, that also goes to defaults of all affecting
1706 * it. Examples:
1707 * subtype 1: only arch
1708 * subtype 3: arch or name
1709 * subtype 5: arch or race
1710 * subtype 7: all three
1711 */
1712 if (op->subtype)
1713 {
1714 arch_flag = op->subtype & 1;
1715 name_flag = op->subtype & 2;
1716 race_flag = op->subtype & 4;
1717 }
1718 else
1719 {
1720 arch_flag = 1;
1721 name_flag = 1;
1722 race_flag = 1;
1723 }
1724
1725 /* If the director has race set, only affect objects with a arch,
1726 * name or race that matches.
1727 */
1728 if ((op->race) &&
1729 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1730 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1731 ((!(victim->race && race_flag) || op->race != victim->race)))
1732 return 1;
1733
1734 /* If the director has slaying set, only affect objects where none
1735 * of arch, name, or race match.
1736 */
1737 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1738 ((victim->name && name_flag && op->slaying == victim->name)) ||
1739 ((victim->race && race_flag && op->slaying == victim->race)))
1740 return 1;
1741
1742 return 0;
1743}
1744
1745/**
1746 * This handles a player dropping money on an altar to identify stuff.
1747 * It'll identify marked item, if none all items up to dropped money.
1748 * Return value: 1 if money was destroyed, 0 if not.
1749 */
1750static int
1751apply_id_altar (object *money, object *altar, object *pl)
1752{
1753 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754
1755 if (!pl || pl->type != PLAYER)
1756 return 0;
1757
1758 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1759 * identifying' from being printed out more than it needs to be.
1760 */
1761 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1762 return 0;
1763
1764 /* if the player has a marked item, identify that if it needs to be
1765 * identified. If it doesn't, then go through the player inventory.
1766 */
1767 if (object *marked = pl->mark ())
1768 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1769 {
1770 if (operate_altar (altar, &money, pl))
1771 {
1772 identify (marked);
1773
1774 buf.printf ("You have %s.\r", long_desc (marked, pl));
1775 if (marked->msg)
1776 buf << "The item has a story:\r" << marked->msg << "\n\n";
1777
1778 return !money;
1779 }
1780 }
1781
1782 for (object *id = pl->inv; id; id = id->below)
1783 {
1784 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1785 {
1786 if (operate_altar (altar, &money, pl))
1787 {
1788 identify (id);
1789
1790 buf.printf ("You have %s.\r", long_desc (id, pl));
1791 if (id->msg)
1792 buf << "The item has a story:\r" << id->msg << "\n\n";
1793
1794 /* If no more money, might as well quit now */
1795 if (!money || !check_altar_sacrifice (altar, money))
1796 break;
1797 }
1798 else
1799 {
1800 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1801 break;
1802 }
1803 }
1804 }
1805
1806 if (buf.empty ())
1807 pl->failmsg ("You have nothing that needs identifying");
1808 else
1809 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1810
1811 return !money;
1812}
1813
1814/**
1815 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1816 * matching item.
1817 **/
1818void
1819handle_apply_yield (object *tmp)
1820{
1821 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1822 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1823}
1824
1825/**
1826 * Handles applying a potion.
1827 */
1828int
1829apply_potion (object *op, object *tmp)
1830{
1831 int got_one = 0, i;
1832 object *force = 0;
1833
1834 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1835
1836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1837 {
1838 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1839
1840 tmp->clr_flag (FLAG_APPLIED);
1841 return 0;
1842 }
1843
1844 if (op->type == PLAYER)
1845 if (!tmp->flag [FLAG_IDENTIFIED])
1846 identify (tmp);
1847
1848 handle_apply_yield (tmp);
1849
1850 /* Potion of restoration - only for players */
1851 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1852 {
1853 object *depl;
1854 archetype *at;
1855
1856 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1857 {
1858 op->drain_stat ();
1859 op->update_stats ();
1860 tmp->decrease ();
1861 return 1;
1862 }
1863
1864 if (!(at = archetype::find (shstr_depletion)))
1865 {
1866 LOG (llevError, "Could not find archetype depletion\n");
1867 return 0;
1868 }
1869
1870 depl = present_arch_in_ob (at, op);
1871
1872 if (depl)
1873 {
1874 for (i = 0; i < NUM_STATS; i++)
1875 if (depl->stats.stat (i))
1876 op->statusmsg (restore_msg[i]);
1877
1878 depl->destroy ();
1879 op->update_stats ();
1880 }
1881 else
1882 op->statusmsg ("Your potion had no effect.");
1883
1884 tmp->decrease ();
1885 return 1;
1886 }
1887
1888 /* improvement potion - only for players */
1889 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1890 {
1891 for (i = 1; i < min (11, op->level); i++)
1892 {
1893 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1894 {
1895 if (op->contr->levhp[i] != 1)
1896 {
1897 op->contr->levhp[i] = 1;
1898 break;
1899 }
1900
1901 if (op->contr->levsp[i] != 1)
1902 {
1903 op->contr->levsp[i] = 1;
1904 break;
1905 }
1906
1907 if (op->contr->levgrace[i] != 1)
1908 {
1909 op->contr->levgrace[i] = 1;
1910 break;
1911 }
1912 }
1913 else
1914 {
1915 if (op->contr->levhp[i] < 9)
1916 {
1917 op->contr->levhp[i] = 9;
1918 break;
1919 }
1920
1921 if (op->contr->levsp[i] < 6)
1922 {
1923 op->contr->levsp[i] = 6;
1924 break;
1925 }
1926
1927 if (op->contr->levgrace[i] < 3)
1928 {
1929 op->contr->levgrace[i] = 3;
1930 break;
1931 }
1932 }
1933 }
1934
1935 /* Just makes checking easier */
1936 if (i < min (11, op->level))
1937 got_one = 1;
1938
1939 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1940 {
1941 if (got_one)
1942 {
1943 op->update_stats ();
1944 op->statusmsg ("The Gods smile upon you and remake you "
1945 "a little more in their image. "
1946 "You feel a little more perfect.", NDI_GREEN);
1947 }
1948 else
1949 op->statusmsg ("The potion had no effect - you are already perfect.");
1950 }
1951 else
1952 { /* cursed potion */
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->failmsg ("The Gods are angry and punish you.");
1957 }
1958 else
1959 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1960 }
1961
1962 tmp->decrease ();
1963 return 1;
1964 }
1965
1966
1967 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1968 * and heroism all fit into this category. Given the spell object code,
1969 * there is no limit to the number of spells that potions can be cast,
1970 * but direction is problematic to try and imbue fireball potions for example.
1971 */
1972 if (tmp->inv)
1973 {
1974 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1975 {
1976 op->failmsg ("Yech! Your lungs are on fire!");
1977 create_exploding_ball_at (op, op->level);
1978 }
1979 else
1980 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1981
1982 tmp->decrease ();
1983
1984 /* if youre dead, no point in doing this... */
1985 if (!op->flag [FLAG_REMOVED])
1986 op->update_stats ();
1987
1988 return 1;
1989 }
1990
1991 /* Deal with protection potions */
1992 force = NULL;
1993 for (i = 0; i < NROFATTACKS; i++)
1994 {
1995 if (tmp->resist[i])
1996 {
1997 if (!force)
1998 force = get_archetype (FORCE_NAME);
1999
2000 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2001 force->type = POTION_EFFECT;
2002 break; /* Only need to find one protection since we copy entire batch */
2003 }
2004 }
2005
2006 /* This is a protection potion */
2007 if (force)
2008 {
2009 /* cursed items last longer */
2010 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2011 {
2012 force->stats.food *= 10;
2013 for (i = 0; i < NROFATTACKS; i++)
2014 if (force->resist[i] > 0)
2015 force->resist[i] = -force->resist[i]; /* prot => vuln */
2016 }
2017
2018 force->speed_left = -1;
2019 force = insert_ob_in_ob (force, op);
2020 tmp->clr_flag (FLAG_APPLIED);
2021 force->set_flag (FLAG_APPLIED);
2022 change_abil (op, force);
2023 tmp->decrease ();
2024 return 1;
2025 }
2026
2027 /* Only thing left are the stat potions */
2028 if (op->type == PLAYER)
2029 { /* only for players */
2030 if ((tmp->flag [FLAG_CURSED]
2031 || tmp->flag [FLAG_DAMNED])
2032 && tmp->value != 0)
2033 tmp->clr_flag (FLAG_APPLIED);
2034 else
2035 tmp->set_flag (FLAG_APPLIED);
2036
2037 if (!change_abil (op, tmp))
2038 op->statusmsg ("Nothing happened.");
2039 }
2040
2041 /* CLEAR_FLAG is so that if the character has other potions
2042 * that were grouped with the one consumed, his
2043 * stat will not be raised by them. fix_player just clears
2044 * up all the stats.
2045 */
2046 tmp->clr_flag (FLAG_APPLIED);
2047 op->update_stats ();
2048 tmp->decrease ();
2049 return 1;
2050}
2051
2052/**
2053 * 'victim' moves onto 'trap'
2054 * 'victim' leaves 'trap'
2055 * effect is determined by move_on/move_off of trap and move_type of victime.
2056 *
2057 * originator: Player, monster or other object that caused 'victim' to move
2058 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2059 * However, some types of traps require an originator to function.
2060 */
2061void
2062move_apply (object *trap, object *victim, object *originator)
2063{
2064 static int recursion_depth = 0;
2065
2066 /* Only exits affect DMs. */
2067 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 return;
2069
2070 /* move_apply() is the most likely candidate for causing unwanted and
2071 * possibly unlimited recursion.
2072 */
2073 /* The following was changed because it was causing perfectly correct
2074 * maps to fail. 1) it's not an error to recurse:
2075 * rune detonates, summoning monster. monster lands on nearby rune.
2076 * nearby rune detonates. This sort of recursion is expected and
2077 * proper. This code was causing needless crashes.
2078 */
2079 if (recursion_depth >= 500)
2080 {
2081 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2082 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2083 return;
2084 }
2085
2086 recursion_depth++;
2087 if (trap->head)
2088 trap = trap->head;
2089
2090 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2091 switch (trap->type)
2092 {
2093 case PLAYERMOVER:
2094 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2095 {
2096 if (!trap->stats.maxsp)
2097 trap->stats.maxsp = 2;
2098
2099 /* Is this correct? From the docs, it doesn't look like it
2100 * should be divided by trap->speed
2101 */
2102 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2103
2104 /* Just put in some sanity check. I think there is a bug in the
2105 * above with some objects have zero speed, and thus the player
2106 * getting permanently paralyzed.
2107 */
2108 if (victim->speed_left < -50.f)
2109 victim->speed_left = -50.f;
2110 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2111 }
2112 break;
2113
2114 case SPINNER:
2115 if (victim->direction)
2116 {
2117 victim->direction = absdir (victim->direction - trap->stats.sp);
2118 update_turn_face (victim);
2119 }
2120 break;
2121
2122 case DIRECTOR:
2123 if (victim->direction && !should_director_abort (trap, victim))
2124 {
2125 victim->direction = trap->stats.sp;
2126 update_turn_face (victim);
2127 }
2128 break;
2129
2130 case BUTTON:
2131 case PEDESTAL:
2132 case T_MATCH:
2133 update_button (trap, originator);
2134 break;
2135
2136 case ALTAR:
2137 /* sacrifice victim on trap */
2138 apply_altar (trap, victim, originator);
2139 break;
2140
2141 case THROWN_OBJ:
2142 if (trap->inv == NULL)
2143 break;
2144 /* fallthrough */
2145
2146 case ARROW:
2147 /* bad bug: monster throw a object, make a step forwards, step on object ,
2148 * trigger this here and get hit by own missile - and will be own enemy.
2149 * Victim then is his own enemy and will start to kill herself (this is
2150 * removed) but we have not synced victim and his missile. To avoid senseless
2151 * action, we avoid hits here
2152 */
2153 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2154 && trap->owner != victim)
2155 hit_with_arrow (trap, victim);
2156 break;
2157
2158 case SPELL_EFFECT:
2159 apply_spell_effect (trap, victim);
2160 break;
2161
2162 case TRAPDOOR:
2163 {
2164 int max, sound_was_played;
2165 object *ab, *ab_next;
2166
2167 if (!trap->value)
2168 {
2169 int tot;
2170
2171 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2172 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2173 tot += ab->head_ ()->total_weight ();
2174
2175 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2176 break;
2177
2178 SET_ANIMATION (trap, trap->value);
2179 update_object (trap, UP_OBJ_FACE);
2180 }
2181
2182 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2183 {
2184 /* need to set this up, since if we do transfer the object,
2185 * ab->above would be bogus
2186 */
2187 ab_next = ab->above;
2188
2189 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2190 {
2191 if (!sound_was_played)
2192 {
2193 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2194 sound_was_played = 1;
2195 }
2196
2197 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2198 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2199 }
2200 }
2201 break;
2202 }
2203
2204 case CONVERTER:
2205 if (convert_item (victim, trap) < 0)
2206 {
2207 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2208 archetype::get (shstr_burnout)->insert_at (trap, trap);
2209 }
2210
2211 break;
2212
2213 case TRIGGER_BUTTON:
2214 case TRIGGER_PEDESTAL:
2215 case TRIGGER_ALTAR:
2216 check_trigger (trap, victim, originator);
2217 break;
2218
2219 case DEEP_SWAMP:
2220 walk_on_deep_swamp (trap, victim);
2221 break;
2222
2223 case CHECK_INV:
2224 check_inv (victim, trap);
2225 break;
2226
2227 case HOLE:
2228 move_apply_hole (trap, victim);
2229 break;
2230
2231 case EXIT:
2232 if (victim->type == PLAYER && EXIT_PATH (trap))
2233 {
2234 /* Basically, don't show exits leading to random maps the
2235 * players output.
2236 */
2237 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2238 victim->statusmsg (trap->msg, NDI_NAVY);
2239
2240 trap->play_sound (trap->sound);
2241 victim->enter_exit (trap);
2242 }
2243 break;
2244
2245 case ENCOUNTER:
2246 /* may be some leftovers on this */
2247 break;
2248
2249 case SHOP_MAT:
2250 apply_shop_mat (trap, victim);
2251 break;
2252
2253 /* Drop a certain amount of gold, and have one item identified */
2254 case IDENTIFY_ALTAR:
2255 apply_id_altar (victim, trap, originator);
2256 break;
2257
2258 case SIGN:
2259 if (victim->type != PLAYER && trap->stats.food > 0)
2260 break; /* monsters musn't apply magic_mouths with counters */
2261
2262 apply_sign (victim, trap, 1);
2263 break;
2264
2265 case CONTAINER:
2266 apply_container (victim, trap);
2267 break;
2268
2269 case RUNE:
2270 case TRAP:
2271 if (trap->level && victim->flag [FLAG_ALIVE])
2272 spring_trap (trap, victim);
2273 break;
2274
2275 default:
2276 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2277 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2278 break;
2279 }
2280
2281 recursion_depth--;
2282}
2283
2284/**
2285 * Handles reading a regular (ie not containing a spell) book.
2286 */
2287static void
2288apply_book (object *op, object *tmp)
2289{
2290 int lev_diff;
2291 object *skill_ob;
2292
2293 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2294 {
2295 op->failmsg ("You are unable to read while blind!");
2296 return;
2297 }
2298
2299 if (!tmp->msg)
2300 {
2301 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2302 return;
2303 }
2304
2305 /* need a literacy skill to read stuff! */
2306 skill_ob = find_skill_by_name (op, tmp->skill);
2307 if (!skill_ob)
2308 {
2309 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2310 return;
2311 }
2312
2313 lev_diff = tmp->level - (skill_ob->level + 5);
2314 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2315 {
2316 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2317 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2318 : lev_diff < 5 ? "This book is beyond your comprehension."
2319 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2320 : lev_diff < 15 ? "This book is way beyond your comprehension."
2321 : "This book is totally beyond your comprehension.");
2322 return;
2323 }
2324
2325 // we currently don't use the message types for anything.
2326 // readable_message_type *msgType = get_readable_message_type (tmp);
2327
2328 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2329
2330 if (player *pl = op->contr)
2331 if (client *ns = pl->ns)
2332 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2333
2334 /* gain xp from reading */
2335 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2336 { /* only if not read before */
2337 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2338
2339 if (!tmp->flag [FLAG_IDENTIFIED])
2340 {
2341 /*exp_gain *= 2; because they just identified it too */
2342 tmp->set_flag (FLAG_IDENTIFIED);
2343
2344 if (object *pl = tmp->visible_to ())
2345 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2346 }
2347
2348 change_exp (op, exp_gain, skill_ob->skill, 0);
2349 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2350 }
2351}
2352
2353/**
2354 * op made some mistake with a scroll, this takes care of punishment.
2355 * scroll_failure()- hacked directly from spell_failure
2356 */
2357static void
2358scroll_failure (object *op, int failure, int power)
2359{
2360 if (abs (failure / 4) > power)
2361 power = abs (failure / 4); /* set minimum effect */
2362
2363 if (failure <= -1 && failure > -15)
2364 { /* wonder */
2365 object *tmp;
2366
2367 op->failmsg ("Your spell warps!");
2368 tmp = get_archetype (SPELL_WONDER);
2369 cast_wonder (op, op, 0, tmp);
2370 tmp->destroy ();
2371 }
2372 else if (failure <= -15 && failure > -35)
2373 { /* drain mana */
2374 op->failmsg ("Your mana is drained!");
2375 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2376 if (op->stats.sp < 0)
2377 op->stats.sp = 0;
2378 }
2379 else if (settings.spell_failure_effects == TRUE)
2380 {
2381 if (failure <= -35 && failure > -60)
2382 { /* confusion */
2383 op->failmsg ("The magic recoils on you!");
2384 confuse_player (op, op, power);
2385 }
2386 else if (failure <= -60 && failure > -70)
2387 { /* paralysis */
2388 op->failmsg ("The magic recoils and paralyzes you!");
2389 paralyze_player (op, op, power);
2390 }
2391 else if (failure <= -70 && failure > -80)
2392 { /* blind */
2393 op->failmsg ("The magic recoils on you!");
2394 blind_player (op, op, power);
2395 }
2396 else if (failure <= -80)
2397 { /* blast the immediate area */
2398 object *tmp = get_archetype (LOOSE_MANA);
2399 cast_magic_storm (op, tmp, power);
2400 op->failmsg ("You unleash uncontrolled mana!");
2401 tmp->destroy ();
2402 }
2403 }
2404}
2405
2406/**
2407 * Handles the applying of a skill scroll, calling learn_skill straight.
2408 * op is the person learning the skill, tmp is the skill scroll object
2409 */
2410static void
2411apply_skillscroll (object *op, object *tmp)
2412{
2413 switch (learn_skill (op, tmp))
2414 {
2415 case 0:
2416 op->play_sound (sound_find ("generic_fail"));
2417 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2418 break;
2419
2420 case 1:
2421 tmp->decrease ();
2422 op->play_sound (sound_find ("skill_learn"));
2423 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2424 break;
2425
2426 default:
2427 tmp->decrease ();
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2430 break;
2431 }
2432}
2433
2434/**
2435 * Actually makes op learn spell.
2436 * Informs player of what happens.
2437 */
2438void
2439do_learn_spell (object *op, object *spell, int special_prayer)
2440{
2441 object *tmp;
2442
2443 if (op->type != PLAYER)
2444 {
2445 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2446 return;
2447 }
2448
2449 /* Upgrade special prayers to normal prayers */
2450 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2451 {
2452 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2453 {
2454 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2455 return;
2456 }
2457 return;
2458 }
2459
2460 op->contr->play_sound (sound_find ("learn_spell"));
2461
2462 tmp = spell->clone ();
2463 insert_ob_in_ob (tmp, op);
2464
2465 if (special_prayer)
2466 tmp->set_flag (FLAG_STARTEQUIP);
2467
2468 esrv_add_spells (op->contr, tmp);
2469}
2470
2471/**
2472 * Erases spell from player's inventory.
2473 */
2474void
2475do_forget_spell (object *op, const char *spell)
2476{
2477 object *spob;
2478
2479 if (op->type != PLAYER)
2480 {
2481 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2482 return;
2483 }
2484 if ((spob = check_spell_known (op, spell)) == NULL)
2485 {
2486 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2487 return;
2488 }
2489
2490 op->failmsgf ("You lose knowledge of %s.", spell);
2491 esrv_remove_spell (op->contr, spob);
2492 spob->destroy ();
2493}
2494
2495/**
2496 * Handles player applying a spellbook.
2497 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2498 * stuff like that. Random learning failure too.
2499 */
2500static void
2501apply_spellbook (object *op, object *tmp)
2502{
2503 object *skop, *spell, *spell_skill;
2504
2505 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2506 {
2507 op->failmsg ("You are unable to read while blind.");
2508 return;
2509 }
2510
2511 /* artifact_spellbooks have 'slaying' field point to a spell name,
2512 * instead of having their spell stored in stats.sp. These are
2513 * legacy spellbooks
2514 */
2515 if (tmp->slaying)
2516 {
2517 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2518
2519 if (!spell)
2520 {
2521 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2522 return;
2523 }
2524 else
2525 insert_ob_in_ob (spell, tmp);
2526
2527 tmp->slaying = 0;
2528 }
2529
2530 skop = find_skill_by_name (op, tmp->skill);
2531
2532 /* need a literacy skill to learn spells. Also, having a literacy level
2533 * lower than the spell will make learning the spell more difficult */
2534 if (!skop)
2535 {
2536 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2537 return;
2538 }
2539
2540 spell = tmp->inv;
2541
2542 if (!spell)
2543 {
2544 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2545 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2546 return;
2547 }
2548
2549 int learn_level = sqrtf (spell->level) * 1.5f;
2550 if (skop->level < learn_level)
2551 {
2552 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2553 &tmp->skill, learn_level);
2554 return;
2555 }
2556
2557 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2558
2559 if (!tmp->flag [FLAG_IDENTIFIED])
2560 identify (tmp);
2561
2562 /* I removed the check for special_prayer_mark here - it didn't make
2563 * a lot of sense - special prayers are not found in spellbooks, and
2564 * if the player doesn't know the spell, doesn't make a lot of sense that
2565 * they would have a special prayer mark.
2566 */
2567 if (check_spell_known (op, spell->name))
2568 {
2569 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2570 return;
2571 }
2572
2573 if (spell->skill)
2574 {
2575 spell_skill = find_skill_by_name (op, spell->skill);
2576
2577 if (!spell_skill)
2578 {
2579 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2580 return;
2581 }
2582
2583 if (spell_skill->level < spell->level)
2584 {
2585 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2586 return;
2587 }
2588 }
2589
2590 /* Logic as follows
2591 *
2592 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2593 *
2594 * 2- The learner's skill level in literacy adjusts the chance to learn
2595 * a spell.
2596 *
2597 * 3 -Automatically fail to learn if you read while confused
2598 *
2599 * Overall, chances are the same but a player will find having a high
2600 * literacy rate very useful! -b.t.
2601 */
2602 if (op->flag [FLAG_CONFUSED])
2603 {
2604 op->failmsg ("In your confused state you flub the wording of the text!");
2605 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2606 }
2607 else if (tmp->flag [FLAG_STARTEQUIP] ||
2608 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2609 {
2610 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2611 do_learn_spell (op, spell, 0);
2612
2613 /* xp gain to literacy for spell learning */
2614 if (!tmp->flag [FLAG_STARTEQUIP])
2615 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2616 }
2617 else
2618 {
2619 op->contr->play_sound (sound_find ("fumble_spell"));
2620 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2621 }
2622
2623 tmp->decrease ();
2624}
2625
2626/**
2627 * Handles applying a spell scroll.
2628 */
2629void
2630apply_scroll (object *op, object *tmp, int dir)
2631{
2632 object *skop;
2633
2634 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2635 {
2636 op->failmsg ("You are unable to read while blind.");
2637 return;
2638 }
2639
2640 if (!tmp->inv || tmp->inv->type != SPELL)
2641 {
2642 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2643 return;
2644 }
2645
2646 if (op->type == PLAYER)
2647 {
2648 /* players need a literacy skill to read stuff! */
2649 int exp_gain = 0;
2650
2651 /* hard code literacy - tmp->skill points to where the exp
2652 * should go for anything killed by the spell.
2653 */
2654 skop = find_skill_by_name (op, shstr_literacy);
2655
2656 if (!skop)
2657 {
2658 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2659 return;
2660 }
2661
2662 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2663 change_exp (op, exp_gain, skop->skill, 0);
2664 }
2665
2666 if (!tmp->flag [FLAG_IDENTIFIED])
2667 identify (tmp);
2668
2669 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2670
2671 cast_spell (op, tmp, dir, tmp->inv, NULL);
2672 tmp->decrease ();
2673}
2674
2675/**
2676 * Applies a treasure object - by default, chest. op
2677 * is the person doing the applying, tmp is the treasure
2678 * chest.
2679 */
2680static void
2681apply_treasure (object *op, object *tmp)
2682{
2683 /* Nice side effect of this treasure creation method is that the treasure
2684 * for the chest is done when the chest is created, and put into the chest
2685 * inventory. So that when the chest burns up, the items still exist. Also
2686 * prevents people from moving chests to more difficult maps to get better
2687 * treasure
2688 */
2689 object *treas = tmp->inv;
2690
2691 if (!treas)
2692 {
2693 op->statusmsg ("The chest was empty.");
2694 tmp->decrease ();
2695 return;
2696 }
2697
2698 while (tmp->inv)
2699 {
2700 treas = tmp->inv;
2701 treas->remove ();
2702
2703 treas->x = op->x;
2704 treas->y = op->y;
2705 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2706
2707 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2708 spring_trap (treas, op);
2709
2710 /* If either player or container was destroyed, no need to do
2711 * further processing. I think this should be enclused with
2712 * spring trap above, as I don't think there is otherwise
2713 * any way for the treasure chest or player to get killed.
2714 */
2715 if (op->destroyed () || tmp->destroyed ())
2716 break;
2717 }
2718
2719 if (!tmp->destroyed () && !tmp->inv)
2720 tmp->decrease (true);
2721}
2722
2723/**
2724 * A dragon is eating some flesh. If the flesh contains resistances,
2725 * there is a chance for the dragon's skin to get improved.
2726 *
2727 * attributes:
2728 * object *op the object (dragon player) eating the flesh
2729 * object *meal the flesh item, getting chewed in dragon's mouth
2730 * return:
2731 * int 1 if eating successful, 0 if it doesn't work
2732 */
2733static int
2734dragon_eat_flesh (object *op, object *meal)
2735{
2736 object *skin = NULL; /* pointer to dragon skin force */
2737 object *abil = NULL; /* pointer to dragon ability force */
2738 object *tmp = NULL; /* tmp. object */
2739
2740 double chance; /* improvement-chance of one resistance type */
2741 double totalchance = 1; /* total chance of gaining one resistance */
2742 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2743 double mbonus = 0; /* monster bonus */
2744 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2745 int winners = 0; /* number of winners */
2746 int i; /* index */
2747
2748 /* let's make sure and doublecheck the parameters */
2749 if (meal->type != FLESH || !op->is_dragon ())
2750 return 0;
2751
2752 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2753 from the player's inventory */
2754 for (tmp = op->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == FORCE)
2756 if (tmp->arch->archname == shstr_dragon_skin_force)
2757 skin = tmp;
2758 else if (tmp->arch->archname == shstr_dragon_ability_force)
2759 abil = tmp;
2760
2761 /* if either skin or ability are missing, this is an old player
2762 which is not to be considered a dragon -> bail out */
2763 if (skin == NULL || abil == NULL)
2764 return 0;
2765
2766 /* now start by filling stomache and health, according to food-value */
2767 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2768 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2769 else
2770 op->stats.hp += meal->stats.food / 50;
2771
2772 min_it (op->stats.hp, op->stats.maxhp);
2773 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2774
2775 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2776
2777 /* on to the interesting part: chances for adding resistance */
2778 for (i = 0; i < NROFATTACKS; i++)
2779 {
2780 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2781 {
2782 /* got positive resistance, now calculate improvement chance (0-100) */
2783
2784 /* this bonus makes resistance increase easier at lower levels */
2785 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2786 if (i == abil->stats.exp)
2787 bonus += 5; /* additional bonus for resistance of ability-focus */
2788
2789 /* monster bonus increases with level, because high-level
2790 flesh is too rare */
2791 mbonus = op->level * 20. / ((double) settings.max_level);
2792
2793 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2794 ((double)settings.max_level)) - skin->resist[i];
2795
2796 if (chance >= 0.)
2797 chance += 1.;
2798 else
2799 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2800
2801 /* chance is proportional to amount of resistance (max. 50) */
2802 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2803
2804 /* doubled chance for resistance of ability-focus */
2805 if (i == abil->stats.exp)
2806 chance = min (100., chance * 2.);
2807
2808 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2809 if (rndm (10000) < (unsigned int)(chance * 100))
2810 {
2811 atnr_winner[winners] = i;
2812 winners++;
2813 }
2814
2815 if (chance >= 0.01)
2816 totalchance *= 1 - chance / 100;
2817
2818 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2819 }
2820 }
2821
2822 /* inverse totalchance as until now we have the failure-chance */
2823 totalchance = 100 - totalchance * 100;
2824
2825 /* print message according to totalchance */
2826 const char *buf;
2827 if (totalchance > 50.)
2828 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2829 else if (totalchance > 10.)
2830 buf = format ("The %s tasted very good.", &meal->name);
2831 else if (totalchance > 1.)
2832 buf = format ("The %s tasted good.", &meal->name);
2833 else if (totalchance > 0.1)
2834 buf = format ("The %s tasted bland.", &meal->name);
2835 else if (totalchance >= 0.01)
2836 buf = format ("The %s had a boring taste.", &meal->name);
2837 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2838 buf = format ("The %s tasted strange.", &meal->name);
2839 else
2840 buf = format ("The %s had no taste.", &meal->name);
2841
2842 op->statusmsg (buf);
2843
2844 /* now choose a winner if we have any */
2845 i = -1;
2846 if (winners > 0)
2847 i = atnr_winner [rndm (winners)];
2848
2849 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2850 {
2851 /* resistance increased! */
2852 skin->resist[i]++;
2853 op->update_stats ();
2854
2855 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2856 }
2857
2858 /* if this flesh contains a new ability focus, we mark it
2859 into the ability_force and it will take effect on next level */
2860 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2861 {
2862 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2863
2864 if (meal->last_eat != abil->stats.exp)
2865 op->statusmsg (format (
2866 "Your metabolism prepares to focus on %s!\n"
2867 "The change will happen at level %d.",
2868 change_resist_msg[meal->last_eat],
2869 abil->level + 1
2870 ));
2871 else
2872 {
2873 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2874 abil->last_eat = 0;
2875 }
2876 }
2877
2878 return 1;
2879}
2880
2881/**
2882 * op eats food.
2883 * If player, takes care of messages and dragon special food.
2884 */
2885static void
2886apply_food (object *op, object *tmp)
2887{
2888 int capacity_remaining;
2889
2890 if (op->type != PLAYER)
2891 op->stats.hp = op->stats.maxhp;
2892 else
2893 {
2894 /* check if this is a dragon (player), eating some flesh */
2895 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2896 ;
2897 else
2898 {
2899 /* usual case - no dragon meal: */
2900 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2901 {
2902 if (tmp->type == FOOD || tmp->type == FLESH)
2903 op->failmsg ("You feel full, but what a waste of food!");
2904 else
2905 op->statusmsg ("Most of the drink goes down your face not your throat!");
2906 }
2907
2908 tmp->play_sound (
2909 tmp->sound
2910 ? tmp->sound
2911 : tmp->type == DRINK
2912 ? sound_find ("eat_drink")
2913 : sound_find ("eat_food")
2914 );
2915
2916 if (!tmp->flag [FLAG_CURSED])
2917 {
2918 const char *buf;
2919
2920 if (!op->is_dragon ())
2921 {
2922 /* eating message for normal players */
2923 if (tmp->type == DRINK)
2924 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2925 else
2926 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2927 }
2928 else
2929 /* eating message for dragon players */
2930 buf = format ("The %s tasted terrible!", &tmp->name);
2931
2932 op->statusmsg (buf);
2933
2934 capacity_remaining = MAX_FOOD - op->stats.food;
2935 op->stats.food += tmp->stats.food;
2936 if (capacity_remaining < tmp->stats.food)
2937 op->stats.hp += capacity_remaining / 50;
2938 else
2939 op->stats.hp += tmp->stats.food / 50;
2940
2941 min_it (op->stats.hp, op->stats.maxhp);
2942 min_it (op->stats.food, MAX_FOOD);
2943 }
2944
2945 /* special food hack -b.t. */
2946 if (tmp->title || tmp->flag [FLAG_CURSED])
2947 eat_special_food (op, tmp);
2948 }
2949 }
2950
2951 handle_apply_yield (tmp);
2952 tmp->decrease ();
2953}
2954
2955/**
2956 * Handles applying an improve armor scroll.
2957 * Does some sanity checks, then calls improve_armour.
2958 */
2959static void
2960apply_armour_improver (object *op, object *tmp)
2961{
2962 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2963 {
2964 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2965 return;
2966 }
2967
2968 object *armor = op->mark ();
2969
2970 if (!armor)
2971 {
2972 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2973 return;
2974 }
2975
2976 if (armor->type != ARMOUR
2977 && armor->type != CLOAK
2978 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2979 {
2980 op->failmsg ("Your marked item is not armour!\n");
2981 return;
2982 }
2983
2984 if (!op->apply (armor, AP_UNAPPLY))
2985 {
2986 op->failmsg ("You are unable to take off your armour to improve it!");
2987 return;
2988 }
2989
2990 op->statusmsg ("Applying armour enchantment.");
2991 improve_armour (op, tmp, armor);
2992}
2993
2994void
2995apply_poison (object *op, object *tmp)
2996{
2997 // need to do it now when it is still on the map
2998 handle_apply_yield (tmp);
2999
3000 object *poison = tmp->split (1);
3001
3002 if (op->type == PLAYER)
3003 {
3004 op->contr->play_sound (sound_find ("drink_poison"));
3005 op->failmsg ("Yech! That tasted poisonous!");
3006 op->contr->killer = poison;
3007 }
3008
3009 if (poison->stats.hp > 0)
3010 {
3011 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3012 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3013 }
3014
3015 op->stats.food -= op->stats.food / 4;
3016 poison->destroy ();
3017}
3018
3019/**
3020 * This function will try to apply a lighter and in case no lighter
3021 * is specified it will try to find a lighter in the players inventory,
3022 * and inform him about this requirement.
3023 *
3024 * who - the player
3025 * op - the item we want to light
3026 * lighter - the lighter or 0 if a lighter has yet to be found
3027 */
3028static object *
3029auto_apply_lighter (object *who, object *op, object *lighter)
3030{
3031 if (lighter == 0)
3032 {
3033 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3034 {
3035 if (tmp->type == LIGHTER)
3036 {
3037 lighter = tmp;
3038 break;
3039 }
3040 }
3041
3042 if (!lighter)
3043 {
3044 who->failmsgf (
3045 "You can't light up the %s with your bare hands! "
3046 "H<You need a lighter in your inventory, for example a flint and steel.>",
3047 &op->name
3048 );
3049 return 0;
3050 }
3051 }
3052
3053 // last_eat == 0 means the lighter is not being used up!
3054 if (lighter->last_eat && lighter->stats.food)
3055 {
3056 /* lighter gets used up */
3057 lighter = lighter->split ();
3058 lighter->stats.food--;
3059 who->insert (lighter);
3060 }
3061 else if (lighter->last_eat)
3062 {
3063 /* no charges left in lighter */
3064 who->failmsgf (
3065 "You attempt to light the %s with a used up %s.",
3066 &op->name, &lighter->name
3067 );
3068 return 0;
3069 }
3070
3071 return lighter;
3072}
3073
3074/**
3075 * Designed primarily to light torches/lanterns/etc.
3076 * Also burns up burnable material too. First object in the inventory is
3077 * the selected object to "burn". -b.t.
3078 */
3079static void
3080apply_lighter (object *who, object *lighter)
3081{
3082 int is_player_env = 0;
3083
3084 if (object *item = who->mark ())
3085 {
3086 if (!auto_apply_lighter (who, item, lighter))
3087 return;
3088
3089 /* Perhaps we should split what we are trying to light on fire?
3090 * I can't see many times when you would want to light multiple
3091 * objects at once.
3092 */
3093
3094 save_throw_object (item, AT_FIRE, who);
3095
3096 if (item->destroyed ()
3097 || ((item->type == LAMP || item->type == TORCH)
3098 && item->glow_radius > 0))
3099 who->statusmsg (format (
3100 "You light the %s with the %s.",
3101 &item->name, &lighter->name
3102 ));
3103 else
3104 who->failmsgf (
3105 "You attempt to light the %s with the %s and fail.",
3106 &item->name, &lighter->name
3107 );
3108 }
3109 else
3110 who->failmsg ("You need to mark a lightable object.");
3111}
3112
3113/**
3114 * This function generates a cursed effect for cursed lamps and torches.
3115 */
3116static void
3117player_apply_lamp_cursed_effect (object *who, object *op)
3118{
3119 if (op->level)
3120 {
3121 who->failmsgf (
3122 "The %s was cursed, it explodes in a big fireball!",
3123 &op->name
3124 );
3125 create_exploding_ball_at (who, op->level);
3126 }
3127 else
3128 {
3129 who->failmsgf (
3130 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3131 &op->name
3132 );
3133 }
3134
3135 op->destroy ();
3136}
3137
3138/**
3139 * Apply for players and lamps
3140 *
3141 * who - the player
3142 * op - the lamp
3143 */
3144static void
3145player_apply_lamp (object *who, object *op)
3146{
3147 bool switch_on = op->glow_radius ? false : true;
3148
3149 if (switch_on)
3150 {
3151 object *lighter = 0;
3152
3153 if (op->flag [FLAG_IS_LIGHTABLE]
3154 && !(lighter = auto_apply_lighter (who, op, 0)))
3155 return;
3156
3157 if (op->stats.food < 1)
3158 {
3159 if (op->type == LAMP)
3160 who->failmsgf (
3161 "The %s is out of fuel! "
3162 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3163 &op->name
3164 );
3165 else
3166 who->failmsgf (
3167 "The %s is burnt out! "
3168 "H<Torches and similar items burn out and become worthless.>",
3169 &op->name
3170 );
3171 return;
3172 }
3173
3174 if (op->flag [FLAG_CURSED])
3175 {
3176 player_apply_lamp_cursed_effect (who, op);
3177 return;
3178 }
3179
3180 if (lighter)
3181 who->statusmsg (format (
3182 "You light up the %s with the %s.", &op->name, &lighter->name));
3183 else
3184 who->statusmsg (format ("You light up the %s.", &op->name));
3185 }
3186 else
3187 {
3188 if (op->flag [FLAG_CURSED])
3189 {
3190 player_apply_lamp_cursed_effect (who, op);
3191 return;
3192 }
3193
3194 if (op->type == TORCH)
3195 {
3196 if (!op->flag [FLAG_IS_LIGHTABLE])
3197 {
3198 who->statusmsg (format (
3199 "You put out the %s. "
3200 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3201 &op->name, &op->name));
3202 }
3203 else
3204 who->statusmsg (format (
3205 "You put out the %s."
3206 "H<Torches wear out if you put them out.>",
3207 &op->name));
3208 }
3209 else
3210 who->statusmsg (format ("You turn off the %s.", &op->name));
3211 }
3212
3213 apply_lamp (op, switch_on);
3214}
3215
3216void get_animation_from_arch (object *op, arch_ptr a)
3217{
3218 op->animation_id = a->animation_id;
3219 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3220 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3221 op->anim_speed = a->anim_speed;
3222 op->last_anim = 0;
3223 op->state = 0;
3224 op->face = a->face;
3225
3226 if (NUM_ANIMATIONS(op) > 1)
3227 {
3228 SET_ANIMATION(op, 0);
3229 animate_object (op, op->direction);
3230 }
3231 else
3232 update_object (op, UP_OBJ_FACE);
3233}
3234
3235/**
3236 * Apply for LAMPs and TORCHes.
3237 *
3238 * op - the lamp
3239 * switch_on - a flag which says whether the lamp should be switched on or off
3240 */
3241void apply_lamp (object *op, bool switch_on)
3242{
3243 op->set_glow_radius (switch_on ? op->range : 0);
3244 op->set_speed (switch_on ? op->arch->speed : 0);
3245
3246 // torches wear out if you put them out
3247 if (op->type == TORCH && !switch_on)
3248 {
3249 if (op->flag [FLAG_IS_LIGHTABLE])
3250 {
3251 op->stats.food -= (double) op->arch->stats.food / 15;
3252 if (op->stats.food < 0)
3253 op->stats.food = 0;
3254 }
3255 else
3256 op->stats.food = 0;
3257 }
3258
3259 // lamps and torched get worthless when used up
3260 if (op->stats.food <= 0)
3261 op->value = 0;
3262
3263 // FIXME: This is a hack to make the more sane torches and lamps
3264 // still animated ;-/
3265 if (op->other_arch)
3266 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3267
3268 if (object *pl = op->visible_to ())
3269 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3270}
3271
3272/**
3273 * This handles items of type 'transformer'.
3274 * Basically those items, used with a marked item, transform both items into something
3275 * else.
3276 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3277 * Change information is contained in the 'slaying' field of the marked item.
3278 * The format is as follow: transformer:[number ]yield[;transformer:...].
3279 * This way an item can be transformed in many things, and/or many objects.
3280 * The 'slaying' field for transformer is used as verb for the action.
3281 */
3282static void
3283apply_item_transformer (object *pl, object *transformer)
3284{
3285 object *new_item;
3286 const char *find;
3287 char *separator;
3288 int yield;
3289 char got[MAX_BUF];
3290 int len;
3291
3292 if (!pl || !transformer)
3293 return;
3294
3295 object *marked = pl->mark ();
3296
3297 if (!marked)
3298 {
3299 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3300 return;
3301 }
3302
3303 if (!marked->slaying)
3304 {
3305 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3306 return;
3307 }
3308
3309 /* check whether they are compatible or not */
3310 find = strstr (&marked->slaying, transformer->arch->archname);
3311 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3312 {
3313 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3314 return;
3315 }
3316
3317 find += strlen (transformer->arch->archname) + 1;
3318 /* Item can be used, now find how many and what it yields */
3319 if (isdigit (*(find)))
3320 {
3321 yield = atoi (find);
3322 if (yield < 1)
3323 {
3324 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3325 yield = 1;
3326 }
3327 }
3328 else
3329 yield = 1;
3330
3331 while (isdigit (*find))
3332 find++;
3333
3334 while (*find == ' ')
3335 find++;
3336
3337 memset (got, 0, MAX_BUF);
3338
3339 if ((separator = (char *) strchr (find, ';')))
3340 len = separator - find;
3341 else
3342 len = strlen (find);
3343
3344 min_it (len, MAX_BUF - 1);
3345
3346 strcpy (got, find);
3347 got[len] = '\0';
3348
3349 /* Now create new item, remove used ones when required. */
3350 new_item = get_archetype (got);
3351 if (!new_item)
3352 {
3353 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3354 return;
3355 }
3356
3357 new_item->nrof = yield;
3358
3359 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3360
3361 pl->insert (new_item);
3362 /* Eat up one item */
3363 marked->decrease ();
3364
3365 /* Eat one transformer if needed */
3366 if (transformer->stats.food)
3367 if (--transformer->stats.food == 0)
3368 transformer->decrease ();
3369}
3370
3371/**
3372 * Main apply handler.
3373 *
3374 * Checks for unpaid items before applying.
3375 *
3376 * Return value is currently not used
3377 *
3378 * who is the object that is causing object to be applied, op is the object
3379 * being applied.
3380 *
3381 * aflag is special (always apply/unapply) flags. Nothing is done with
3382 * them in this function - they are passed to apply_special
3383 */
3384static bool
3385manual_apply (object *who, object *op, int aflag)
3386{
3387 op = op->head_ ();
3388
3389 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3390 {
3391 if (who->contr)
3392 {
3393 examine (who, op);
3394 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3395 return 1;
3396 }
3397 else
3398 return 0; /* monsters just skip unpaid items */
3399 }
3400
3401 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3402 return RESULT_INT (0);
3403 else if (apply_types_inv_only [op->type])
3404 {
3405 // special item, using slot system, needs to be in inv
3406 if (op->env == who)
3407 return apply_special (who, op, aflag);
3408
3409 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3410 }
3411 else if (!who->contr && apply_types_player_only [op->type])
3412 return 0; // monsters shouldn't try to apply player-only stuff
3413 else if (apply_types [op->type])
3414 {
3415 // ordinary stuff, may be on the floor
3416 switch (op->type)
3417 {
3418 case T_HANDLE:
3419 who->play_sound (sound_find ("turn_handle"));
3420 who->statusmsg ("You turn the handle.");
3421 op->value = op->value ? 0 : 1;
3422 SET_ANIMATION (op, op->value);
3423 update_object (op, UP_OBJ_FACE);
3424 push_button (op, who);
3425 break;
3426
3427 case TRIGGER:
3428 if (check_trigger (op, who, who))
3429 {
3430 who->statusmsg ("You turn the handle.");
3431 who->play_sound (sound_find ("turn_handle"));
3432 }
3433 else
3434 who->failmsg ("The handle doesn't move.");
3435
3436 break;
3437
3438 case EXIT:
3439 if (!EXIT_PATH (op))
3440 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3441 else
3442 {
3443 /* Don't display messages for random maps. */
3444 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3445 who->statusmsg (op->msg, NDI_NAVY);
3446
3447 who->enter_exit (op);
3448 }
3449
3450 break;
3451
3452 case INSCRIBABLE:
3453 who->statusmsg (op->msg);
3454 // maybe show a spell menu to chose from or something like that
3455 break;
3456
3457 case SIGN:
3458 apply_sign (who, op, 0);
3459 break;
3460
3461 case BOOK:
3462 apply_book (who, op);
3463 break;
3464
3465 case SKILLSCROLL:
3466 apply_skillscroll (who, op);
3467 break;
3468
3469 case SPELLBOOK:
3470 apply_spellbook (who, op);
3471 break;
3472
3473 case SCROLL:
3474 apply_scroll (who, op, 0);
3475 break;
3476
3477 case POTION:
3478 apply_potion (who, op);
3479 break;
3480
3481 /* Eneq(@csd.uu.se): Handle apply on containers. */
3482 //TODO: remove, as it is unsed?
3483 case CLOSE_CON:
3484 apply_container (who, op->env);
3485 break;
3486
3487 case CONTAINER:
3488 apply_container (who, op);
3489 break;
3490
3491 case TREASURE:
3492 apply_treasure (who, op);
3493 break;
3494
3495 case LAMP:
3496 case TORCH:
3497 player_apply_lamp (who, op);
3498 break;
3499
3500 case DRINK:
3501 case FOOD:
3502 case FLESH:
3503 apply_food (who, op);
3504 break;
3505
3506 case POISON:
3507 apply_poison (who, op);
3508 break;
3509
3510 case SAVEBED:
3511 break;
3512
3513 case ARMOUR_IMPROVER:
3514 apply_armour_improver (who, op);
3515 break;
3516
3517 case WEAPON_IMPROVER:
3518 check_improve_weapon (who, op);
3519 break;
3520
3521 case CLOCK:
3522 {
3523 char buf[MAX_BUF];
3524 timeofday_t tod;
3525
3526 get_tod (&tod);
3527 who->play_sound (sound_find ("sound_clock"));
3528 who->statusmsg (format (
3529 "It is %d minute%s past %d o'clock %s",
3530 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3531 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3532 ));
3533 }
3534 break;
3535
3536 case MENU:
3537 shop_listing (op, who);
3538 break;
3539
3540 case POWER_CRYSTAL:
3541 apply_power_crystal (who, op); /* see egoitem.c */
3542 break;
3543
3544 case LIGHTER: /* for lighting torches/lanterns/etc */
3545 apply_lighter (who, op);
3546 break;
3547
3548 case ITEM_TRANSFORMER:
3549 apply_item_transformer (who, op);
3550 break;
3551 }
3552
3553 return 1;
3554 }
3555 else
3556 {
3557 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3558 return 0;
3559 }
3560}
3561
3562/**
3563 * player_apply_below attempts to apply the object 'below' the player.
3564 * If the player has an open container, we use that for below, otherwise
3565 * we use the ground.
3566 */
3567void
3568player_apply_below (object *pl)
3569{
3570 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3571
3572 /* If using a container, set the starting item to be the top
3573 * item in the container. Otherwise, use the map.
3574 */
3575
3576 // first try to apply "applyables"
3577 for (object *tmp = top; tmp; tmp = tmp->below)
3578 if (!tmp->invisible && apply_types [tmp->type])
3579 {
3580 // If it is visible, player can apply it.
3581 pl->apply (tmp);
3582 return;
3583 }
3584
3585 while (top && top->invisible)
3586 top = top->below;
3587
3588 if (!top || top->flag [FLAG_IS_FLOOR])
3589 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3590 "H<There is nothing here that you can apply.>");
3591 else
3592 // next, try to explain the topmost object
3593 switch (top->type)
3594 {
3595 // TODO: all this should move to examine
3596 case ALTAR:
3597 case IDENTIFY_ALTAR:
3598 case TRIGGER_ALTAR:
3599 case CONVERTER:
3600 //case TRIGGER_PEDESTAL:
3601 pl->failmsgf (
3602 "You see no obvious mechanism on the %s."
3603 "H<You have to drop one or more specific items here.>",
3604 query_short_name (top)
3605 );
3606 break;
3607
3608 case BUTTON:
3609 case TRIGGER_BUTTON:
3610 pl->failmsgf (
3611 "The %s looks as if you could activate it with somehting heavy. "
3612 "H<You must put enough items here to activate it.>",
3613 query_short_name (top)
3614 );
3615 break;
3616
3617 default:
3618 examine (pl, top);
3619 break;
3620 }
3621}
3622
3623// saner interface, returns successful status
3624bool
3625object::apply (object *ob, int aflags)
3626{
3627 if (!ob) // simplifies a lot of callers
3628 return true;
3629
3630 if (contr)
3631 {
3632 if (!ob->env && (move_type & MOVE_FLYING))
3633 {
3634 /* player is flying and applying object not in inventory */
3635 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3636 {
3637 failmsg ("But you are floating high above the ground! "
3638 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3639 "or waiting till the levitation effect wears off.>");
3640 return 0;
3641 }
3642 }
3643
3644 contr->last_used = ob;
3645 }
3646
3647 bool want_apply =
3648 aflags & AP_APPLY ? true
3649 : aflags & AP_UNAPPLY ? false
3650 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3651
3652 object_ptr *slot = 0;
3653
3654 // detect the slot, if this is a player
3655 if (contr && !(aflags & AP_NO_SLOT))
3656 {
3657 object *oslot;
3658
3659 switch (ob->type)
3660 {
3661 case WEAPON:
3662 slot = &contr->combat_ob;
3663 oslot = contr->ranged_ob;
3664 break;
3665
3666 case BOW:
3667 case RANGED:
3668 case SPELL:
3669 case WAND:
3670 case ROD:
3671 case HORN:
3672 case BUILDER:
3673 slot = &contr->ranged_ob;
3674 oslot = contr->combat_ob;
3675 break;
3676
3677 // oh, the humanity
3678 case SKILL:
3679 if (aflags & AP_NO_SLOT)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3683 break;
3684
3685 if (skill_flags [ob->subtype] & SF_COMBAT)
3686 {
3687 slot = &contr->combat_ob;
3688 oslot = contr->ranged_ob;
3689 }
3690 else if (skill_flags [ob->subtype] & SF_RANGED)
3691 {
3692 slot = &contr->ranged_ob;
3693 oslot = contr->combat_ob;
3694 }
3695
3696 break;
3697 }
3698
3699 // now handle slot exclusions
3700 if (slot)
3701 {
3702 // only one slot can be active
3703 if (want_apply)
3704 {
3705 // clear slot unless we are in it already
3706 if (*slot != ob)
3707 apply (*slot, AP_UNAPPLY);
3708
3709 // unapply other slot, because we want to become active
3710 apply (oslot, AP_UNAPPLY);
3711 }
3712
3713 // clear item from slot if applied
3714 if (!want_apply && current_weapon == ob)
3715 current_weapon = 0;
3716 }
3717 }
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 manual_apply (this, ob, aflags);
3721
3722 if (ob->flag [FLAG_APPLIED] != want_apply)
3723 return false;
3724
3725 if (slot && want_apply)
3726 current_weapon = *slot = ob;
3727
3728 return true;
3681} 3729}
3682 3730
3683/** 3731/**
3684 * Map was just loaded, handle op's initialisation. 3732 * Map was just loaded, handle op's initialisation.
3685 * 3733 *
3689auto_apply (object *op) 3737auto_apply (object *op)
3690{ 3738{
3691 object *tmp = NULL, *tmp2; 3739 object *tmp = NULL, *tmp2;
3692 int i; 3740 int i;
3693 3741
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3742 op->clr_flag (FLAG_AUTO_APPLY);
3695 3743
3696 switch (op->type) 3744 switch (op->type)
3697 { 3745 {
3698 case SHOP_FLOOR: 3746 case SHOP_FLOOR:
3699 if (!op->has_random_items ()) 3747 if (!op->has_random_items ())
3709 == NULL && --i); 3757 == NULL && --i);
3710 3758
3711 if (tmp == NULL) 3759 if (tmp == NULL)
3712 return 0; 3760 return 0;
3713 3761
3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3762 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3715 { 3763 {
3716 tmp->destroy (); 3764 tmp->destroy ();
3717 tmp = NULL; 3765 tmp = NULL;
3718 } 3766 }
3719 } 3767 }
3720 while (!tmp); 3768 while (!tmp);
3721 3769
3722 tmp->x = op->x; 3770 tmp->x = op->x;
3723 tmp->y = op->y; 3771 tmp->y = op->y;
3724 SET_FLAG (tmp, FLAG_UNPAID); 3772 tmp->set_flag (FLAG_UNPAID);
3725 insert_ob_in_map (tmp, op->map, NULL, 0); 3773 insert_ob_in_map (tmp, op->map, NULL, 0);
3726 identify (tmp); 3774 identify (tmp);
3727 break; 3775 break;
3728 3776
3729 case TREASURE: 3777 case TREASURE:
3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3778 if (op->flag [FLAG_IS_A_TEMPLATE])
3731 return 0; 3779 return 0;
3732 3780
3733 while (op->stats.hp-- > 0) 3781 while (op->stats.hp-- > 0)
3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3782 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3735 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3783 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3773 3821
3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3822 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3775 { 3823 {
3776 invnext = invtmp->below; 3824 invnext = invtmp->below;
3777 3825
3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3826 if (invtmp->flag [FLAG_AUTO_APPLY])
3779 auto_apply (invtmp); 3827 auto_apply (invtmp);
3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3828 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3781 { 3829 {
3782 while (invtmp->stats.hp-- > 0) 3830 while (invtmp->stats.hp-- > 0)
3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3831 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3856 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3809 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3857 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3810 tmp->randomitems = NULL; 3858 tmp->randomitems = NULL;
3811 } 3859 }
3812 3860
3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3861 if (tmp->flag [FLAG_AUTO_APPLY])
3814 auto_apply (tmp); 3862 auto_apply (tmp);
3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3863 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3816 { 3864 {
3817 while ((tmp->stats.hp--) > 0) 3865 while ((tmp->stats.hp--) > 0)
3818 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3866 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3820 } 3868 }
3821 else if (tmp->type == TIMED_GATE) 3869 else if (tmp->type == TIMED_GATE)
3822 { 3870 {
3823 object *head = tmp->head != NULL ? tmp->head : tmp; 3871 object *head = tmp->head != NULL ? tmp->head : tmp;
3824 3872
3825 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3873 if (head->flag [FLAG_IS_LINKED])
3826 tmp->set_speed (0); 3874 tmp->set_speed (0);
3827 } 3875 }
3828 /* This function can be called everytime a map is loaded, even when 3876 /* This function can be called everytime a map is loaded, even when
3829 * swapping back in. As such, we don't want to create the treasure 3877 * swapping back in. As such, we don't want to create the treasure
3830 * over and ove again, so after we generate the treasure, blank out 3878 * over and ove again, so after we generate the treasure, blank out
3919 } 3967 }
3920 3968
3921 /* check for hp, sp change */ 3969 /* check for hp, sp change */
3922 if (food->stats.hp != 0) 3970 if (food->stats.hp != 0)
3923 { 3971 {
3924 if (QUERY_FLAG (food, FLAG_CURSED)) 3972 if (food->flag [FLAG_CURSED])
3925 { 3973 {
3926 who->contr->killer = food; 3974 who->contr->killer = food;
3927 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3975 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3928 who->failmsg ("Eck!...that was poisonous!"); 3976 who->failmsg ("Eck!...that was poisonous!");
3929 } 3977 }
3938 } 3986 }
3939 } 3987 }
3940 3988
3941 if (food->stats.sp != 0) 3989 if (food->stats.sp != 0)
3942 { 3990 {
3943 if (QUERY_FLAG (food, FLAG_CURSED)) 3991 if (food->flag [FLAG_CURSED])
3944 { 3992 {
3945 who->failmsg ("You are drained of mana!"); 3993 who->failmsg ("You are drained of mana!");
3946 who->stats.sp -= food->stats.sp; 3994 who->stats.sp -= food->stats.sp;
3947 if (who->stats.sp < 0) 3995 if (who->stats.sp < 0)
3948 who->stats.sp = 0; 3996 who->stats.sp = 0;
4031 pl->animation_id = change->animation_id; 4079 pl->animation_id = change->animation_id;
4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4080 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4033 } 4081 }
4034 4082
4035 /* check the special case of can't use weapons */ 4083 /* check the special case of can't use weapons */
4036 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4084 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4037 if (change->name == shstr_monk) 4085 if (change->name == shstr_monk)
4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4086 pl->clr_flag (FLAG_USE_WEAPON);
4039 4087
4040 break; 4088 break;
4041 } 4089 }
4042 } 4090 }
4043} 4091}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines