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 1.266 by root, Tue May 25 02:49:11 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;
535 */ 251 */
536static int 252static int
537prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
538{ 254{
539 int sacrifice_count, i; 255 int sacrifice_count, i;
540 char buf[MAX_BUF];
541 256
542 if (weapon->level != 0) 257 if (weapon->level != 0)
543 { 258 {
544 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
545 return 0; 260 return 0;
574 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level 291 &weapon->name, weapon->level
577 )); 292 ));
578 293
579 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
580 weapon->name = weapon->name_pl = buf;
581 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */ 296 slot at once! */
583 improver->decrease (); 297 improver->decrease ();
584 weapon->last_eat = 0; 298 weapon->last_eat = 0;
585 return 1; 299 return 1;
617 { 331 {
618 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 333 return 0;
620 } 334 }
621 335
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 336 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 337 && !check_item_power (op, weapon->item_power + 1))
624 { 338 {
625 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 341 "really want to improve it.");
677 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
678 392
679 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
681 { 395 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 397 return 0;
684 } 398 }
685 399
686 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 401 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
710 */ 424 */
711static int 425static int
712check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
713{ 427{
714 object *otmp;
715
716 if (op->type != PLAYER) 428 if (op->type != PLAYER)
717 return 0; 429 return 0;
718 430
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 432 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 434 return 0;
723 } 435 }
724 436
725 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
726 438
727 if (!otmp) 439 if (!otmp)
728 { 440 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 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; 442 return 0;
731 } 443 }
732 444
733 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 446 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 454 return 0;
737 } 455 }
738 456
739 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
740 458
766 * changing of physical area right now. 484 * changing of physical area right now.
767 */ 485 */
768static int 486static int
769improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
770{ 488{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
774 { 490 {
775 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 492 return 0;
777 } 493 }
788 } 504 }
789 505
790 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
792 */ 508 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 510
795 armour->magic++; 511 armour->magic++;
796 512
797 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
798 { 514 {
836 552
837 if (op->type == PLAYER) 553 if (op->type == PLAYER)
838 { 554 {
839 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
840 556
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 558 op->update_stats ();
843 } 559 }
844 560
845 improver->decrease (); 561 improver->decrease ();
846 562
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 644 ob_to_copy = ob;
929 645
930 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 649 }
934 else 650 else
935 { 651 {
936 if (!conv_to) 652 if (!conv_to)
949 665
950 if (nr) 666 if (nr)
951 item->nrof *= nr; 667 item->nrof *= nr;
952 668
953 if (converter->flag [FLAG_PRECIOUS]) 669 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
955 671
956 if (is_in_shop (converter)) 672 if (converter->is_in_shop ())
957 { 673 {
958 // converters on shop floors don't work anymore, bug lets check for it 674 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 675 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 677 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 678 item->set_flag (FLAG_UNPAID);
963 } 679 }
964 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
965 { 681 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 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); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
971 */ 687 */
972 } 688 }
973 689
974 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
976 if (need_identify (item)) 692 if (item->need_identify ())
977 identify (item); 693 identify (item);
978 694
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
980 return 1; 697 return 1;
981} 698}
982 699
983/** 700/**
984 * Handle apply on containers. 701 * Handle apply on containers.
1015 op->close_container (); 732 op->close_container ();
1016 return 1; 733 return 1;
1017 } 734 }
1018 else if (!sack->env) 735 else if (!sack->env)
1019 { 736 {
1020 // active, but not ours: some other player has opened it 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 741 return 1;
1023 } 742 }
743 }
1024 744
1025 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1026 } 747 {
1027 else if (sack->env) 748 if (object *tmp = find_key (op, op, sack))
749 {
750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751 }
752 else
753 {
754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755 esrv_update_item (UPD_FLAGS, op, sack);
756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
1028 { 762 {
1029 // it is in our env, so activate it, do not open yet 763 // it is in our env, so activate it, do not open yet
1030 op->close_container (); 764 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1032 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 { 768 }
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else 769 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack); 770 op->open_container (sack);
1050 771
1051 return 1; 772 return 1;
1052} 773}
1053 774
1054/** 775/**
1102{ 823{
1103 int rv = 0; 824 int rv = 0;
1104 double opinion; 825 double opinion;
1105 object *tmp, *next; 826 object *tmp, *next;
1106 827
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 829
1109 bool has_unpaid = false; 830 bool has_unpaid = false;
1110 831
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 832 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 833 // a quick and small change :(
1125 */ 846 */
1126 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1127 { 848 {
1128 next = tmp->below; 849 next = tmp->below;
1129 850
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1131 { 852 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 854
1134 if (i >= 0) 855 if (i >= 0)
1135 tmp->move (i); 856 tmp->move (i);
1136 } 857 }
1137 } 858 }
1138 859
1139 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1141 return 0; 862 return 0;
1142 863
1143 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1145 */ 866 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 868 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* 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); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 871
1151 if (i != -1) 872 if (i != -1)
1164 /* this is only used for players */ 885 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1166 887
1167 if (has_unpaid) 888 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 892 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1173 894
1174 if (shop_mat->msg) 895 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 897 /* 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 898 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 899 * actually the shop floor.
1179 */ 900 */
1180 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1181 { 902 {
1182 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1183 904
1184 op->statusmsg ( 905 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 929 }
1209 } 930 }
1210 931
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 933 return rv;
1213} 934}
1214 935
1215/** 936/**
1216 * Handles applying a sign. 937 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1245 966
1246 return; 967 return;
1247 } 968 }
1248 969
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 971 sign->last_eat++;
1251 } 972 }
1252 973
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* 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 975 * 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 976 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 977 * to us).
1257 */ 978 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 980 {
1260 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1261 return; 982 return;
1262 } 983 }
1263 984
1304 EXIT_Y (trap) + freearr_y[dir], 1025 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1026 0, victim);
1306} 1027}
1307 1028
1308/** 1029/**
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. 1030 * Unapplies specified item.
2944 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2945 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2946 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2947 */ 1034 */
2948static int 1035static bool
2949unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2950{ 1037{
2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2953 return RESULT_INT (0); 1040 return RESULT_INT (0);
2954 1041
2955 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
2956 1046
2957 switch (op->type) 1047 switch (op->type)
2958 { 1048 {
2959 case SKILL_TOOL: 1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
1060 case WEAPON:
1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
1062 change_abil (who, op);
1063 who->flag [FLAG_READY_WEAPON] = false;
1064
2960 // unapplying a skill tool should also unapply the skill it governs 1065 // 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 1066 // but this is hard, as it shouldn't do so when the skill can
2962 // be used for other reasons 1067 // be used for other reasons
2963 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
2964 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
2965 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2966 && tmp->flag [FLAG_APPLIED]
2967 && !tmp->flag [FLAG_CAN_USE_SKILL])
2968 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2969 1072
2970 change_abil (who, op);
2971 break; 1073 break;
2972 1074
1075 case RANGED:
1076 case BOW:
2973 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
2974 if (player *pl = who->contr) 1080 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 { 1081 {
2990 if (IS_COMBAT_SKILL (op->subtype)) 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2991 who->change_weapon (who->contr->combat_ob = 0); 1083 change_abil (who, op);
2992 else if (IS_RANGED_SKILL (op->subtype)) 1084 }
2993 who->change_weapon (who->contr->ranged_ob = 0); 1085 else
2994 1086 {
2995 if (op->invisible) 1087 if (op->type == BOW)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1088 op->flag [FLAG_READY_BOW ] = false;
2997 else 1089 else
2998 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1090 op->flag [FLAG_READY_RANGE] = false;
2999 } 1091 }
3000 1092
3001 change_abil (who, op);
3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
3003 break; 1093 break;
3004 1094
3005 case ARMOUR: 1095 case ARMOUR:
3006 case HELMET: 1096 case HELMET:
3007 case SHIELD: 1097 case SHIELD:
3014 case CLOAK: 1104 case CLOAK:
3015 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
3016 change_abil (who, op); 1106 change_abil (who, op);
3017 break; 1107 break;
3018 1108
1109 case SPELL:
3019 case BOW: 1110 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))); 1111 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; 1112 break;
3044 1113
3045 case BUILDER: 1114 //case SKILL_TOOL://TODO
3046 if (who->contr)
3047 who->statusmsg (format ("You unready %s.", query_name (op)));
3048 break;
3049
3050 default: 1115 default:
3051 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
3052 break; 1117 break;
3053 } 1118 }
3054 1119
3056 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
3057 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
3058 1123
3059 who->update_stats (); 1124 who->update_stats ();
3060 1125
3061 return 0; 1126 return 1;
3062} 1127}
3063 1128
3064/** 1129/**
3065 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
3066 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
3078static object * 1143static object *
3079get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
3080{ 1145{
3081 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
3082 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
3083 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
3084 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3085 return tmp; 1150 return tmp;
3086 1151
3087 return 0; 1152 return 0;
3088} 1153}
3089 1154
3102#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1168 "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, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
3105 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
3106 1171
3107static int 1172static bool
3108unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3109{ 1174{
3110 if (op->is_range ()) 1175 if (op->is_range ())
3111 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 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))) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3114 { 1179 {
3115 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3116 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3117 else 1182 else
3118 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3121 { 1186 {
3122 /* In this case, we want to try and remove a cursed item. 1187 /* 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 1188 * While we know it won't work, we want unapply_special to
3124 * at least generate the message. 1189 * at least generate the message.
3125 */ 1190 */
3126 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3127 return 1; 1192 return 1;
3128 } 1193 }
3129 1194
3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 { 1196 {
3151#endif 1216#endif
3152 return 1; 1217 return 1;
3153 } 1218 }
3154 1219
3155 /* If we are just printing, we don't care about cursed status */ 1220 /* 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)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3157 { 1222 {
3158 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3159 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3160 else 1225 else
3161 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3165 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3166 * Note this could be annoying if this is just one of a few, 1231 * 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 1232 * so it may not be critical (eg, putting on a ring and you have
3168 * one cursed ring.) 1233 * one cursed ring.)
3169 */ 1234 */
3170 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3171 } 1236 }
3172 1237
3173 last = tmp->below; 1238 last = tmp->below;
3174 } 1239 }
3175 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3234 continue; 1299 continue;
3235 } 1300 }
3236 1301
3237 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3238 if (!tmp1) 1303 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; 1304 retval |= CAN_APPLY_NEVER;
3247 }
3248 else 1305 else
3249 { 1306 {
3250 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3251 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3252 * to apply multiple objects 1309 * to apply multiple objects
3281 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3282 * because you can't control those just by body location - bows, shields, 1339 * 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 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3284 * all use the same location. 1341 * all use the same location.
3285 */ 1342 */
3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3287 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3288 1345
3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3290 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3291 1348
3292 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3293 { 1350 {
3294 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3295 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3296 1353
3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3298 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3299 1356
3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3301 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3302 1359
3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3304 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3305 } 1362 }
3306 1363
3307 return retval; 1364 return retval;
3308} 1365}
3332 */ 1389 */
3333 1390
3334#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336 1393
3337int 1394static bool
3338apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3339{ 1396{
3340 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3341 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *tmp2, *skop = NULL;
3342 1399
3343 if (who == NULL) 1400 if (who == NULL)
3344 { 1401 {
3345 LOG (llevError, "apply_special() from object without environment.\n"); 1402 LOG (llevError, "apply_special() from object without environment.\n");
3346 return 1; 1403 return 1;
3347 } 1404 }
3348 1405
1406 //TODO: remove these when apply_special is no longer exposed
3349 if (op->env != who) 1407 if (op->env != who)
3350 return 1; /* op is not in inventory */ 1408 return 1; /* op is not in inventory */
3351 1409
3352 /* trying to unequip op */ 1410 /* trying to unequip op */
3353 if (QUERY_FLAG (op, FLAG_APPLIED)) 1411 if (op->flag [FLAG_APPLIED])
3354 { 1412 {
3355 /* always apply, so no reason to unapply */ 1413 /* always apply, so no reason to unapply */
3356 if (basic_flag == AP_APPLY) 1414 if (basic_flag == AP_APPLY)
3357 return 0; 1415 return 0;
3358 1416
3359 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1417 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3360 { 1418 {
3361 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1419 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3362 return 1; 1420 return 1;
3363 } 1421 }
3364 1422
3365 return unapply_special (who, op, aflags); 1423 return unapply_special (who, op, aflags);
3366 } 1424 }
3367 else if (basic_flag == AP_UNAPPLY) 1425 else if (basic_flag == AP_UNAPPLY)
3368 return 0; 1426 return 0;
3369 1427
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); 1428 splay (op);
3380 1429
3381 /* Can't just apply this object. Lets see what not and what to do */ 1430 /* Can't just apply this object. Lets see what not and what to do */
3382 if (int i = can_apply_object (who, op)) 1431 if (int i = can_apply_object (who, op))
3383 { 1432 {
3384 if (i & CAN_APPLY_NEVER) 1433 if (i & CAN_APPLY_NEVER)
3385 { 1434 {
3386 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1435 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; 1436 return 1;
3388 } 1437 }
3389 else if (i & CAN_APPLY_RESTRICTION) 1438 else if (i & CAN_APPLY_RESTRICTION)
3390 { 1439 {
3391 who->failmsg (format ( 1440 who->failmsgf (
3392 "You have a prohibition against using a %s. " 1441 "You have a prohibition against using a %s. "
3393 "H<Your belief, profession or class prevents you from applying this item.>", 1442 "H<Your belief, profession or class prevents you from applying this item.>",
3394 query_name (op) 1443 query_name (op)
3395 )); 1444 );
3396 return 1; 1445 return 1;
3397 } 1446 }
3398 1447
3399 if (who->type != PLAYER) 1448 if (who->type != PLAYER)
3400 { 1449 {
3416 } 1465 }
3417 } 1466 }
3418 1467
3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1468 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420 { 1469 {
1470 // try to ready attached skill first
3421 skop = find_skill_by_name (who, op->skill); 1471 skop = find_skill_by_name (who, op->skill);
3422 1472
3423 if (!skop) 1473 if (!skop)
3424 { 1474 {
3425 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1475 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3426 return 1; 1476 return 1;
3427 } 1477 }
3428 else 1478 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 */ 1479 {
3432 who->change_skill (skop); 1480 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1481 return 1;
1482 }
3433 } 1483 }
3434 1484
3435 if (!check_item_power (who, op->item_power)) 1485 if (!check_item_power (who, op->item_power))
3436 { 1486 {
3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1487 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3440 1490
3441 /* Ok. We are now at the state where we can apply the new object. 1491 /* 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_... 1492 * Note that we don't have the checks for can_use_...
3443 * below - that is already taken care of by can_apply_object. 1493 * below - that is already taken care of by can_apply_object.
3444 */ 1494 */
1495
1496 // 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; 1497 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3446 1498
3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1499 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3448 return RESULT_INT (0); 1500 return RESULT_INT (0);
3449 1501
3450 switch (op->type) 1502 switch (op->type)
3451 { 1503 {
3452 case WEAPON: 1504 case WEAPON:
3453 //TODO: this obviously fails for players using a shorter prefix 1505 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 { 1506 {
3457 /* if the weapon does not have the name as the character, can't use it. */ 1507 /* 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) */ 1508 /* (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.>"); 1509 who->failmsg ("The weapon does not recognize you as its owner. "
3460 1510 "H<Its name indicates that it belongs to somebody else.>");
3461 if (tmp) 1511 if (tmp) who->insert (tmp);
3462 insert_ob_in_ob (tmp, who);
3463
3464 return 1; 1512 return 1;
3465 } 1513 }
3466 1514
3467 if (!skop) 1515 op->flag [FLAG_APPLIED] = true;
1516
1517 if (player *pl = who->contr)
3468 { 1518 {
3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1519 who->statusmsg (format ("You wield %s.", query_name (op)));
3470 return 1; 1520 change_abil (who, op);
3471 } 1521 }
3472 1522
3473 SET_FLAG (op, FLAG_APPLIED); 1523 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; 1524 break;
3484 1525
3485 case ARMOUR: 1526 case ARMOUR:
3486 case HELMET: 1527 case HELMET:
3487 case SHIELD: 1528 case SHIELD:
3490 case GIRDLE: 1531 case GIRDLE:
3491 case BRACERS: 1532 case BRACERS:
3492 case CLOAK: 1533 case CLOAK:
3493 case RING: 1534 case RING:
3494 case AMULET: 1535 case AMULET:
3495 SET_FLAG (op, FLAG_APPLIED); 1536 op->set_flag (FLAG_APPLIED);
3496 who->statusmsg (format ("You wear %s.", query_name (op))); 1537 who->statusmsg (format ("You wear %s.", query_name (op)));
3497 change_abil (who, op); 1538 change_abil (who, op);
3498 break; 1539 break;
3499 1540
3500 case SKILL_TOOL: 1541 case SKILL_TOOL:
3501 // applying a skill tool also readies the skill 1542 // applying a skill tool does not ready the skill
3502 SET_FLAG (op, FLAG_APPLIED); 1543 // if something needs the skill, it has to ready it itself
3503 1544 //TODO: unapplying should unapply the skill, though
3504 if (!(aflags & AP_NO_READY))
3505 {
3506 skop = find_skill_by_name (who, op->skill);
3507 if (!skop->flag [FLAG_APPLIED]) 1545 op->set_flag (FLAG_APPLIED);
3508 apply_special (who, skop, AP_APPLY);
3509 }
3510 break; 1546 break;
3511 1547
3512 case SKILL: 1548 case SKILL:
3513 if (player *pl = who->contr) 1549 if (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) 1550 if (op->invisible)
3566 { 1551 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
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 1552 else
3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1553 who->statusmsg (format ("You ready %s.", query_name (op)));
3576 } 1554
3577 else 1555 who->set_flag (FLAG_READY_SKILL);
3578 { 1556 op->set_flag (FLAG_APPLIED);
3579 SET_FLAG (op, FLAG_APPLIED);
3580 change_abil (who, op); 1557 change_abil (who, op);
3581 who->chosen_skill = op;
3582 SET_FLAG (who, FLAG_READY_SKILL);
3583 }
3584
3585 break; 1558 break;
3586 1559
3587 case BOW: 1560 case BOW:
3588 if (op->level && !op->name.starts_with (who->name)) 1561 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3589 { 1562 {
3590 who->failmsg ("The weapon does not recognize you as its owner. " 1563 who->failmsg ("The weapon does not recognize you as its owner. "
3591 "H<Its name indicates that it belongs to somebody else.>"); 1564 "H<Its name indicates that it belongs to somebody else.>");
3592 if (tmp) 1565 if (tmp) who->insert (tmp);
3593 insert_ob_in_ob (tmp, who);
3594
3595 return 1; 1566 return 1;
3596 } 1567 }
1568
1569 if (player *pl = who->contr)
1570 {
1571 op->flag [FLAG_APPLIED] = true;
1572 who->statusmsg (format ("You wield the %s.", query_name (op)));
1573 change_abil (who, op);
1574 }
1575 break;
1576
1577 case RANGED:
1578 if (player *pl = who->contr)
1579 {
1580 op->flag [FLAG_APPLIED] = true;
1581 who->statusmsg (format ("You applied the %s.", query_name (op)));
1582 }
1583 break;
1584
1585 case SPELL:
1586 if (player *pl = who->contr)
1587 {
1588 op->flag [FLAG_APPLIED] = true;
1589 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1590 }
1591 break;
3597 1592
3598 /*FALLTHROUGH*/ 1593 /*FALLTHROUGH*/
3599 case WAND: 1594 case WAND:
3600 case ROD: 1595 case ROD:
3601 case HORN: 1596 case HORN:
3602 /* check for skill, alter player status */ 1597 op->flag [FLAG_APPLIED] = true;
3603 1598
3604 if (!skop) 1599 if (player *pl = who->contr)
3605 { 1600 {
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))); 1601 who->statusmsg (format ("You ready %s.", query_name (op)));
3618 1602
3619 if (op->type == BOW) 1603 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))); 1604 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3624 } 1605
1606 change_abil (who, op);
3625 } 1607 }
3626 else 1608 else
3627 { 1609 {
3628 if (op->type == BOW) 1610 if (op->type == BOW)
3629 SET_FLAG (who, FLAG_READY_BOW); 1611 op->flag [FLAG_READY_BOW ] = true;
3630 else 1612 else
3631 SET_FLAG (who, FLAG_READY_RANGE); 1613 op->flag [FLAG_READY_RANGE] = true;
3632 } 1614 }
3633 1615
3634 break; 1616 break;
3635 1617
3636 case BUILDER: 1618 case BUILDER:
3637 if (who->type == PLAYER) 1619 if (player *pl = who->contr)
3638 { 1620 {
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))); 1621 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644 1622 //TODO: change_abil?
3645 who->contr->ranged_ob = op;
3646 } 1623 }
3647 break; 1624 break;
3648 1625
3649 default: 1626 default:
3650 who->statusmsg (format ("You apply %s.", query_name (op))); 1627 who->statusmsg (format ("You apply %s.", query_name (op)));
3651 } 1628 }
3652 1629
3653 SET_FLAG (op, FLAG_APPLIED); 1630 op->set_flag (FLAG_APPLIED);
3654 1631
3655 if (tmp)
3656 who->insert (tmp); 1632 if (tmp) who->insert (tmp);
3657 1633
3658 who->update_stats (); 1634 who->update_stats ();
3659 1635
3660 /* We exclude spell casting objects. The fire code will set the 1636 /* We exclude spell casting objects. The fire code will set the
3661 * been applied flag when they are used - until that point, 1637 * been applied flag when they are used - until that point,
3662 * you don't know anything about them. 1638 * you don't know anything about them.
3663 */ 1639 */
3664 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1640 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3665 SET_FLAG (op, FLAG_BEEN_APPLIED); 1641 op->set_flag (FLAG_BEEN_APPLIED);
3666 1642
3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1643 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3668 if (who->type == PLAYER) 1644 if (who->type == PLAYER)
3669 { 1645 {
3670 who->failmsg ( 1646 who->failmsg (
3671 "Oops, it feels deadly cold! " 1647 "Oops, it feels deadly cold! "
3672 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1648 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3673 ); 1649 );
3674 SET_FLAG (op, FLAG_KNOWN_CURSED); 1650 op->set_flag (FLAG_KNOWN_CURSED);
3675 } 1651 }
3676 1652
3677 if (object *pl = op->visible_to ()) 1653 if (object *pl = op->visible_to ())
3678 esrv_send_item (pl, op); 1654 esrv_send_item (pl, op);
3679 1655
3680 return 0; 1656 return 0;
1657}
1658
1659/**
1660 * Check if op should abort moving victim because of it's race or slaying.
1661 * Returns 1 if it should abort, returns 0 if it should continue.
1662 */
1663int
1664should_director_abort (object *op, object *victim)
1665{
1666 int arch_flag, name_flag, race_flag;
1667
1668 /* Get flags to determine what of arch, name, and race should be checked.
1669 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1670 * the next is the name flag, and the last is the race flag. Also note,
1671 * if subtype is set to zero, that also goes to defaults of all affecting
1672 * it. Examples:
1673 * subtype 1: only arch
1674 * subtype 3: arch or name
1675 * subtype 5: arch or race
1676 * subtype 7: all three
1677 */
1678 if (op->subtype)
1679 {
1680 arch_flag = op->subtype & 1;
1681 name_flag = op->subtype & 2;
1682 race_flag = op->subtype & 4;
1683 }
1684 else
1685 {
1686 arch_flag = 1;
1687 name_flag = 1;
1688 race_flag = 1;
1689 }
1690
1691 /* If the director has race set, only affect objects with a arch,
1692 * name or race that matches.
1693 */
1694 if ((op->race) &&
1695 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1696 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1697 ((!(victim->race && race_flag) || op->race != victim->race)))
1698 return 1;
1699
1700 /* If the director has slaying set, only affect objects where none
1701 * of arch, name, or race match.
1702 */
1703 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1704 ((victim->name && name_flag && op->slaying == victim->name)) ||
1705 ((victim->race && race_flag && op->slaying == victim->race)))
1706 return 1;
1707
1708 return 0;
1709}
1710
1711/**
1712 * This handles a player dropping money on an altar to identify stuff.
1713 * It'll identify marked item, if none all items up to dropped money.
1714 * Return value: 1 if money was destroyed, 0 if not.
1715 */
1716static int
1717apply_id_altar (object *money, object *altar, object *pl)
1718{
1719 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1720
1721 if (!pl || pl->type != PLAYER)
1722 return 0;
1723
1724 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1725 * identifying' from being printed out more than it needs to be.
1726 */
1727 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1728 return 0;
1729
1730 /* if the player has a marked item, identify that if it needs to be
1731 * identified. If it doesn't, then go through the player inventory.
1732 */
1733 if (object *marked = pl->mark ())
1734 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (marked);
1739
1740 buf.printf ("You have %s.\r", long_desc (marked, pl));
1741 if (marked->msg)
1742 buf << "The item has a story:\r" << marked->msg << "\n\n";
1743
1744 return !money;
1745 }
1746 }
1747
1748 for (object *id = pl->inv; id; id = id->below)
1749 {
1750 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1751 {
1752 if (operate_altar (altar, &money, pl))
1753 {
1754 identify (id);
1755
1756 buf.printf ("You have %s.\r", long_desc (id, pl));
1757 if (id->msg)
1758 buf << "The item has a story:\r" << id->msg << "\n\n";
1759
1760 /* If no more money, might as well quit now */
1761 if (!money || !check_altar_sacrifice (altar, money))
1762 break;
1763 }
1764 else
1765 {
1766 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1767 break;
1768 }
1769 }
1770 }
1771
1772 if (buf.empty ())
1773 pl->failmsg ("You have nothing that needs identifying");
1774 else
1775 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1776
1777 return !money;
1778}
1779
1780/**
1781 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1782 * matching item.
1783 **/
1784void
1785handle_apply_yield (object *tmp)
1786{
1787 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1788 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1789}
1790
1791/**
1792 * Handles applying a potion.
1793 */
1794int
1795apply_potion (object *op, object *tmp)
1796{
1797 int got_one = 0, i;
1798 object *force = 0;
1799
1800 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1801
1802 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1803 {
1804 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1805
1806 tmp->clr_flag (FLAG_APPLIED);
1807 return 0;
1808 }
1809
1810 if (op->type == PLAYER)
1811 if (!tmp->flag [FLAG_IDENTIFIED])
1812 identify (tmp);
1813
1814 handle_apply_yield (tmp);
1815
1816 /* Potion of restoration - only for players */
1817 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1818 {
1819 object *depl;
1820 archetype *at;
1821
1822 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1823 {
1824 op->drain_stat ();
1825 op->update_stats ();
1826 tmp->decrease ();
1827 return 1;
1828 }
1829
1830 if (!(at = archetype::find (shstr_depletion)))
1831 {
1832 LOG (llevError, "Could not find archetype depletion\n");
1833 return 0;
1834 }
1835
1836 depl = present_arch_in_ob (at, op);
1837
1838 if (depl)
1839 {
1840 for (i = 0; i < NUM_STATS; i++)
1841 if (depl->stats.stat (i))
1842 op->statusmsg (restore_msg[i]);
1843
1844 depl->destroy ();
1845 op->update_stats ();
1846 }
1847 else
1848 op->statusmsg ("Your potion had no effect.");
1849
1850 tmp->decrease ();
1851 return 1;
1852 }
1853
1854 /* improvement potion - only for players */
1855 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1856 {
1857 for (i = 1; i < min (11, op->level); i++)
1858 {
1859 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 {
1861 if (op->contr->levhp[i] != 1)
1862 {
1863 op->contr->levhp[i] = 1;
1864 break;
1865 }
1866
1867 if (op->contr->levsp[i] != 1)
1868 {
1869 op->contr->levsp[i] = 1;
1870 break;
1871 }
1872
1873 if (op->contr->levgrace[i] != 1)
1874 {
1875 op->contr->levgrace[i] = 1;
1876 break;
1877 }
1878 }
1879 else
1880 {
1881 if (op->contr->levhp[i] < 9)
1882 {
1883 op->contr->levhp[i] = 9;
1884 break;
1885 }
1886
1887 if (op->contr->levsp[i] < 6)
1888 {
1889 op->contr->levsp[i] = 6;
1890 break;
1891 }
1892
1893 if (op->contr->levgrace[i] < 3)
1894 {
1895 op->contr->levgrace[i] = 3;
1896 break;
1897 }
1898 }
1899 }
1900
1901 /* Just makes checking easier */
1902 if (i < min (11, op->level))
1903 got_one = 1;
1904
1905 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1906 {
1907 if (got_one)
1908 {
1909 op->update_stats ();
1910 op->statusmsg ("The Gods smile upon you and remake you "
1911 "a little more in their image. "
1912 "You feel a little more perfect.", NDI_GREEN);
1913 }
1914 else
1915 op->statusmsg ("The potion had no effect - you are already perfect.");
1916 }
1917 else
1918 { /* cursed potion */
1919 if (got_one)
1920 {
1921 op->update_stats ();
1922 op->failmsg ("The Gods are angry and punish you.");
1923 }
1924 else
1925 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1926 }
1927
1928 tmp->decrease ();
1929 return 1;
1930 }
1931
1932
1933 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1934 * and heroism all fit into this category. Given the spell object code,
1935 * there is no limit to the number of spells that potions can be cast,
1936 * but direction is problematic to try and imbue fireball potions for example.
1937 */
1938 if (tmp->inv)
1939 {
1940 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1941 {
1942 op->failmsg ("Yech! Your lungs are on fire!");
1943 create_exploding_ball_at (op, op->level);
1944 }
1945 else
1946 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1947
1948 tmp->decrease ();
1949
1950 /* if youre dead, no point in doing this... */
1951 if (!op->flag [FLAG_REMOVED])
1952 op->update_stats ();
1953
1954 return 1;
1955 }
1956
1957 /* Deal with protection potions */
1958 force = NULL;
1959 for (i = 0; i < NROFATTACKS; i++)
1960 {
1961 if (tmp->resist[i])
1962 {
1963 if (!force)
1964 force = get_archetype (FORCE_NAME);
1965
1966 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1967 force->type = POTION_EFFECT;
1968 break; /* Only need to find one protection since we copy entire batch */
1969 }
1970 }
1971
1972 /* This is a protection potion */
1973 if (force)
1974 {
1975 /* cursed items last longer */
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 force->stats.food *= 10;
1979 for (i = 0; i < NROFATTACKS; i++)
1980 if (force->resist[i] > 0)
1981 force->resist[i] = -force->resist[i]; /* prot => vuln */
1982 }
1983
1984 force->speed_left = -1;
1985 force = insert_ob_in_ob (force, op);
1986 tmp->clr_flag (FLAG_APPLIED);
1987 force->set_flag (FLAG_APPLIED);
1988 change_abil (op, force);
1989 tmp->decrease ();
1990 return 1;
1991 }
1992
1993 /* Only thing left are the stat potions */
1994 if (op->type == PLAYER)
1995 { /* only for players */
1996 if ((tmp->flag [FLAG_CURSED]
1997 || tmp->flag [FLAG_DAMNED])
1998 && tmp->value != 0)
1999 tmp->clr_flag (FLAG_APPLIED);
2000 else
2001 tmp->set_flag (FLAG_APPLIED);
2002
2003 if (!change_abil (op, tmp))
2004 op->statusmsg ("Nothing happened.");
2005 }
2006
2007 /* CLEAR_FLAG is so that if the character has other potions
2008 * that were grouped with the one consumed, his
2009 * stat will not be raised by them. fix_player just clears
2010 * up all the stats.
2011 */
2012 tmp->clr_flag (FLAG_APPLIED);
2013 op->update_stats ();
2014 tmp->decrease ();
2015 return 1;
2016}
2017
2018/**
2019 * 'victim' moves onto 'trap'
2020 * 'victim' leaves 'trap'
2021 * effect is determined by move_on/move_off of trap and move_type of victime.
2022 *
2023 * originator: Player, monster or other object that caused 'victim' to move
2024 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2025 * However, some types of traps require an originator to function.
2026 */
2027void
2028move_apply (object *trap, object *victim, object *originator)
2029{
2030 static int recursion_depth = 0;
2031
2032 trap = trap->head_ ();
2033
2034 /* Only exits affect DMs. */
2035 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2036 return;
2037
2038 /* move_apply() is the most likely candidate for causing unwanted and
2039 * possibly unlimited recursion.
2040 */
2041
2042 /* The following was changed because it was causing perfectly correct
2043 * maps to fail. 1) it's not an error to recurse:
2044 * rune detonates, summoning monster. monster lands on nearby rune.
2045 * nearby rune detonates. This sort of recursion is expected and
2046 * proper. This code was causing needless crashes.
2047 */
2048 if (recursion_depth >= 500)
2049 {
2050 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2051 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2052 return;
2053 }
2054
2055 recursion_depth++;
2056
2057 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2058 switch (trap->type)
2059 {
2060 case PLAYERMOVER:
2061 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2062 {
2063 if (!trap->stats.maxsp)
2064 trap->stats.maxsp = 2;
2065
2066 /* Is this correct? From the docs, it doesn't look like it
2067 * should be divided by trap->speed
2068 */
2069 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2070
2071 /* Just put in some sanity check. I think there is a bug in the
2072 * above with some objects have zero speed, and thus the player
2073 * getting permanently paralyzed.
2074 */
2075 victim->speed_left = max (-50.f, victim->speed_left);
2076 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2077 }
2078 break;
2079
2080 case SPINNER:
2081 if (victim->direction)
2082 {
2083 victim->direction = absdir (victim->direction - trap->stats.sp);
2084 update_turn_face (victim);
2085 }
2086 break;
2087
2088 case DIRECTOR:
2089 if (victim->direction && !should_director_abort (trap, victim))
2090 {
2091 victim->direction = trap->stats.sp;
2092 update_turn_face (victim);
2093 }
2094 break;
2095
2096 case BUTTON:
2097 case PEDESTAL:
2098 case T_MATCH:
2099 update_button (trap, originator);
2100 break;
2101
2102 case ALTAR:
2103 /* sacrifice victim on trap */
2104 apply_altar (trap, victim, originator);
2105 break;
2106
2107 case THROWN_OBJ:
2108 if (trap->inv == NULL)
2109 break;
2110 /* fallthrough */
2111
2112 case ARROW:
2113 /* bad bug: monster throw a object, make a step forwards, step on object ,
2114 * trigger this here and get hit by own missile - and will be own enemy.
2115 * Victim then is his own enemy and will start to kill herself (this is
2116 * removed) but we have not synced victim and his missile. To avoid senseless
2117 * action, we avoid hits here
2118 */
2119 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2120 && trap->owner != victim)
2121 hit_with_arrow (trap, victim);
2122 break;
2123
2124 case SPELL_EFFECT:
2125 apply_spell_effect (trap, victim);
2126 break;
2127
2128 case TRAPDOOR:
2129 {
2130 int max, sound_was_played;
2131 object *ab, *ab_next;
2132
2133 if (!trap->value)
2134 {
2135 int tot;
2136
2137 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2138 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139 tot += ab->head_ ()->total_weight ();
2140
2141 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2142 break;
2143
2144 SET_ANIMATION (trap, trap->value);
2145 update_object (trap, UP_OBJ_FACE);
2146 }
2147
2148 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2149 {
2150 /* need to set this up, since if we do transfer the object,
2151 * ab->above would be bogus
2152 */
2153 ab_next = ab->above;
2154
2155 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2156 {
2157 if (!sound_was_played)
2158 {
2159 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2160 sound_was_played = 1;
2161 }
2162
2163 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2164 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2165 }
2166 }
2167 break;
2168 }
2169
2170 case CONVERTER:
2171 if (convert_item (victim, trap) < 0)
2172 {
2173 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2174 archetype::get (shstr_burnout)->insert_at (trap, trap);
2175 }
2176
2177 break;
2178
2179 case TRIGGER_BUTTON:
2180 case TRIGGER_PEDESTAL:
2181 case TRIGGER_ALTAR:
2182 check_trigger (trap, victim, originator);
2183 break;
2184
2185 case DEEP_SWAMP:
2186 walk_on_deep_swamp (trap, victim);
2187 break;
2188
2189 case CHECK_INV:
2190 check_inv (victim, trap);
2191 break;
2192
2193 case HOLE:
2194 move_apply_hole (trap, victim);
2195 break;
2196
2197 case EXIT:
2198 if (victim->type == PLAYER && EXIT_PATH (trap))
2199 {
2200 /* Basically, don't show exits leading to random maps the
2201 * players output.
2202 */
2203 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2204 victim->statusmsg (trap->msg, NDI_NAVY);
2205
2206 trap->play_sound (trap->sound);
2207 victim->enter_exit (trap);
2208 }
2209 break;
2210
2211 case ENCOUNTER:
2212 /* may be some leftovers on this */
2213 break;
2214
2215 case SHOP_MAT:
2216 apply_shop_mat (trap, victim);
2217 break;
2218
2219 /* Drop a certain amount of gold, and have one item identified */
2220 case IDENTIFY_ALTAR:
2221 apply_id_altar (victim, trap, originator);
2222 break;
2223
2224 case SIGN:
2225 if (victim->type != PLAYER && trap->stats.food > 0)
2226 break; /* monsters musn't apply magic_mouths with counters */
2227
2228 apply_sign (victim, trap, 1);
2229 break;
2230
2231 case CONTAINER:
2232 apply_container (victim, trap);
2233 break;
2234
2235 case RUNE:
2236 case TRAP:
2237 if (trap->level && victim->flag [FLAG_ALIVE])
2238 spring_trap (trap, victim);
2239 break;
2240
2241 default:
2242 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2243 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2244 break;
2245 }
2246
2247 recursion_depth--;
2248}
2249
2250/**
2251 * Handles reading a regular (ie not containing a spell) book.
2252 */
2253static void
2254apply_book (object *op, object *tmp)
2255{
2256 int lev_diff;
2257 object *skill_ob;
2258
2259 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2260 {
2261 op->failmsg ("You are unable to read while blind!");
2262 return;
2263 }
2264
2265 if (!tmp->msg)
2266 {
2267 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2268 return;
2269 }
2270
2271 /* need a literacy skill to read stuff! */
2272 skill_ob = find_skill_by_name (op, tmp->skill);
2273 if (!skill_ob)
2274 {
2275 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2276 return;
2277 }
2278
2279 lev_diff = tmp->level - (skill_ob->level + 5);
2280 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2281 {
2282 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2283 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2284 : lev_diff < 5 ? "This book is beyond your comprehension."
2285 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2286 : lev_diff < 15 ? "This book is way beyond your comprehension."
2287 : "This book is totally beyond your comprehension.");
2288 return;
2289 }
2290
2291 // we currently don't use the message types for anything.
2292 // readable_message_type *msgType = get_readable_message_type (tmp);
2293
2294 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2295
2296 if (player *pl = op->contr)
2297 if (client *ns = pl->ns)
2298 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2299
2300 /* gain xp from reading */
2301 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2302 { /* only if not read before */
2303 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2304
2305 if (!tmp->flag [FLAG_IDENTIFIED])
2306 {
2307 /*exp_gain *= 2; because they just identified it too */
2308 tmp->set_flag (FLAG_IDENTIFIED);
2309
2310 if (object *pl = tmp->visible_to ())
2311 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2312 }
2313
2314 change_exp (op, exp_gain, skill_ob->skill, 0);
2315 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2316 }
2317}
2318
2319/**
2320 * op made some mistake with a scroll, this takes care of punishment.
2321 * scroll_failure()- hacked directly from spell_failure
2322 */
2323static void
2324scroll_failure (object *op, int failure, int power)
2325{
2326 if (abs (failure / 4) > power)
2327 power = abs (failure / 4); /* set minimum effect */
2328
2329 if (failure <= -1 && failure > -15)
2330 { /* wonder */
2331 object *tmp;
2332
2333 op->failmsg ("Your spell warps!");
2334 tmp = get_archetype (SPELL_WONDER);
2335 cast_wonder (op, op, 0, tmp);
2336 tmp->destroy ();
2337 }
2338 else if (failure <= -15 && failure > -35)
2339 { /* drain mana */
2340 op->failmsg ("Your mana is drained!");
2341 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2342 if (op->stats.sp < 0)
2343 op->stats.sp = 0;
2344 }
2345 else if (settings.spell_failure_effects == TRUE)
2346 {
2347 if (failure <= -35 && failure > -60)
2348 { /* confusion */
2349 op->failmsg ("The magic recoils on you!");
2350 confuse_player (op, op, power);
2351 }
2352 else if (failure <= -60 && failure > -70)
2353 { /* paralysis */
2354 op->failmsg ("The magic recoils and paralyzes you!");
2355 paralyze_player (op, op, power);
2356 }
2357 else if (failure <= -70 && failure > -80)
2358 { /* blind */
2359 op->failmsg ("The magic recoils on you!");
2360 blind_player (op, op, power);
2361 }
2362 else if (failure <= -80)
2363 { /* blast the immediate area */
2364 object *tmp = get_archetype (LOOSE_MANA);
2365 cast_magic_storm (op, tmp, power);
2366 op->failmsg ("You unleash uncontrolled mana!");
2367 tmp->destroy ();
2368 }
2369 }
2370}
2371
2372/**
2373 * Handles the applying of a skill scroll, calling learn_skill straight.
2374 * op is the person learning the skill, tmp is the skill scroll object
2375 */
2376static void
2377apply_skillscroll (object *op, object *tmp)
2378{
2379 switch (learn_skill (op, tmp))
2380 {
2381 case 0:
2382 op->play_sound (sound_find ("generic_fail"));
2383 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2384 break;
2385
2386 case 1:
2387 tmp->decrease ();
2388 op->play_sound (sound_find ("skill_learn"));
2389 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2390 break;
2391
2392 default:
2393 tmp->decrease ();
2394 op->play_sound (sound_find ("generic_fail"));
2395 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2396 break;
2397 }
2398}
2399
2400/**
2401 * Actually makes op learn spell.
2402 * Informs player of what happens.
2403 */
2404void
2405do_learn_spell (object *op, object *spell, int special_prayer)
2406{
2407 object *tmp;
2408
2409 if (op->type != PLAYER)
2410 {
2411 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2412 return;
2413 }
2414
2415 /* Upgrade special prayers to normal prayers */
2416 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2417 {
2418 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2419 {
2420 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2421 return;
2422 }
2423 return;
2424 }
2425
2426 op->contr->play_sound (sound_find ("learn_spell"));
2427
2428 tmp = spell->clone ();
2429 insert_ob_in_ob (tmp, op);
2430
2431 if (special_prayer)
2432 tmp->set_flag (FLAG_STARTEQUIP);
2433
2434 esrv_add_spells (op->contr, tmp);
2435}
2436
2437/**
2438 * Erases spell from player's inventory.
2439 */
2440void
2441do_forget_spell (object *op, const char *spell)
2442{
2443 object *spob;
2444
2445 if (op->type != PLAYER)
2446 {
2447 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2448 return;
2449 }
2450 if ((spob = check_spell_known (op, spell)) == NULL)
2451 {
2452 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2453 return;
2454 }
2455
2456 op->failmsgf ("You lose knowledge of %s.", spell);
2457 esrv_remove_spell (op->contr, spob);
2458 spob->destroy ();
2459}
2460
2461/**
2462 * Handles player applying a spellbook.
2463 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2464 * stuff like that. Random learning failure too.
2465 */
2466static void
2467apply_spellbook (object *op, object *tmp)
2468{
2469 object *skop, *spell, *spell_skill;
2470
2471 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2472 {
2473 op->failmsg ("You are unable to read while blind.");
2474 return;
2475 }
2476
2477 /* artifact_spellbooks have 'slaying' field point to a spell name,
2478 * instead of having their spell stored in stats.sp. These are
2479 * legacy spellbooks
2480 */
2481 if (tmp->slaying)
2482 {
2483 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2484
2485 if (!spell)
2486 {
2487 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2488 return;
2489 }
2490 else
2491 insert_ob_in_ob (spell, tmp);
2492
2493 tmp->slaying = 0;
2494 }
2495
2496 skop = find_skill_by_name (op, tmp->skill);
2497
2498 /* need a literacy skill to learn spells. Also, having a literacy level
2499 * lower than the spell will make learning the spell more difficult */
2500 if (!skop)
2501 {
2502 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2503 return;
2504 }
2505
2506 spell = tmp->inv;
2507
2508 if (!spell)
2509 {
2510 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2511 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2512 return;
2513 }
2514
2515 int learn_level = sqrtf (spell->level) * 1.5f;
2516 if (skop->level < learn_level)
2517 {
2518 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2519 &tmp->skill, learn_level);
2520 return;
2521 }
2522
2523 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2524
2525 if (!tmp->flag [FLAG_IDENTIFIED])
2526 identify (tmp);
2527
2528 /* I removed the check for special_prayer_mark here - it didn't make
2529 * a lot of sense - special prayers are not found in spellbooks, and
2530 * if the player doesn't know the spell, doesn't make a lot of sense that
2531 * they would have a special prayer mark.
2532 */
2533 if (check_spell_known (op, spell->name))
2534 {
2535 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2536 return;
2537 }
2538
2539 if (spell->skill)
2540 {
2541 spell_skill = find_skill_by_name (op, spell->skill);
2542
2543 if (!spell_skill)
2544 {
2545 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2546 return;
2547 }
2548
2549 if (spell_skill->level < spell->level)
2550 {
2551 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2552 return;
2553 }
2554 }
2555
2556 /* Logic as follows
2557 *
2558 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2559 *
2560 * 2- The learner's skill level in literacy adjusts the chance to learn
2561 * a spell.
2562 *
2563 * 3 -Automatically fail to learn if you read while confused
2564 *
2565 * Overall, chances are the same but a player will find having a high
2566 * literacy rate very useful! -b.t.
2567 */
2568 if (op->flag [FLAG_CONFUSED])
2569 {
2570 op->failmsg ("In your confused state you flub the wording of the text!");
2571 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2572 }
2573 else if (tmp->flag [FLAG_STARTEQUIP] ||
2574 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2575 {
2576 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2577 do_learn_spell (op, spell, 0);
2578
2579 /* xp gain to literacy for spell learning */
2580 if (!tmp->flag [FLAG_STARTEQUIP])
2581 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2582 }
2583 else
2584 {
2585 op->contr->play_sound (sound_find ("fumble_spell"));
2586 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2587 }
2588
2589 tmp->decrease ();
2590}
2591
2592/**
2593 * Handles applying a spell scroll.
2594 */
2595void
2596apply_scroll (object *op, object *tmp, int dir)
2597{
2598 object *skop;
2599
2600 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2601 {
2602 op->failmsg ("You are unable to read while blind.");
2603 return;
2604 }
2605
2606 if (!tmp->inv || tmp->inv->type != SPELL)
2607 {
2608 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2609 return;
2610 }
2611
2612 if (op->type == PLAYER)
2613 {
2614 /* players need a literacy skill to read stuff! */
2615 int exp_gain = 0;
2616
2617 /* hard code literacy - tmp->skill points to where the exp
2618 * should go for anything killed by the spell.
2619 */
2620 skop = find_skill_by_name (op, shstr_literacy);
2621
2622 if (!skop)
2623 {
2624 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2625 return;
2626 }
2627
2628 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2629 change_exp (op, exp_gain, skop->skill, 0);
2630 }
2631
2632 if (!tmp->flag [FLAG_IDENTIFIED])
2633 identify (tmp);
2634
2635 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2636
2637 cast_spell (op, tmp, dir, tmp->inv, NULL);
2638 tmp->decrease ();
2639}
2640
2641/**
2642 * Applies a treasure object - by default, chest. op
2643 * is the person doing the applying, tmp is the treasure
2644 * chest.
2645 */
2646static void
2647apply_treasure (object *op, object *tmp)
2648{
2649 /* Nice side effect of this treasure creation method is that the treasure
2650 * for the chest is done when the chest is created, and put into the chest
2651 * inventory. So that when the chest burns up, the items still exist. Also
2652 * prevents people from moving chests to more difficult maps to get better
2653 * treasure
2654 */
2655 object *treas = tmp->inv;
2656
2657 if (!treas)
2658 {
2659 op->statusmsg ("The chest was empty.");
2660 tmp->decrease ();
2661 return;
2662 }
2663
2664 while (tmp->inv)
2665 {
2666 treas = tmp->inv;
2667 treas->remove ();
2668
2669 treas->x = op->x;
2670 treas->y = op->y;
2671 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2672
2673 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2674 spring_trap (treas, op);
2675
2676 /* If either player or container was destroyed, no need to do
2677 * further processing. I think this should be enclused with
2678 * spring trap above, as I don't think there is otherwise
2679 * any way for the treasure chest or player to get killed.
2680 */
2681 if (op->destroyed () || tmp->destroyed ())
2682 break;
2683 }
2684
2685 if (!tmp->destroyed () && !tmp->inv)
2686 tmp->decrease (true);
2687}
2688
2689/**
2690 * A dragon is eating some flesh. If the flesh contains resistances,
2691 * there is a chance for the dragon's skin to get improved.
2692 *
2693 * attributes:
2694 * object *op the object (dragon player) eating the flesh
2695 * object *meal the flesh item, getting chewed in dragon's mouth
2696 * return:
2697 * int 1 if eating successful, 0 if it doesn't work
2698 */
2699static int
2700dragon_eat_flesh (object *op, object *meal)
2701{
2702 object *skin = NULL; /* pointer to dragon skin force */
2703 object *abil = NULL; /* pointer to dragon ability force */
2704 object *tmp = NULL; /* tmp. object */
2705
2706 double chance; /* improvement-chance of one resistance type */
2707 double totalchance = 1; /* total chance of gaining one resistance */
2708 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2709 double mbonus = 0; /* monster bonus */
2710 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2711 int winners = 0; /* number of winners */
2712 int i; /* index */
2713
2714 /* let's make sure and doublecheck the parameters */
2715 if (meal->type != FLESH || !op->is_dragon ())
2716 return 0;
2717
2718 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2719 from the player's inventory */
2720 for (tmp = op->inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE)
2722 if (tmp->arch->archname == shstr_dragon_skin_force)
2723 skin = tmp;
2724 else if (tmp->arch->archname == shstr_dragon_ability_force)
2725 abil = tmp;
2726
2727 /* if either skin or ability are missing, this is an old player
2728 which is not to be considered a dragon -> bail out */
2729 if (skin == NULL || abil == NULL)
2730 return 0;
2731
2732 /* now start by filling stomache and health, according to food-value */
2733 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2734 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2735 else
2736 op->stats.hp += meal->stats.food / 50;
2737
2738 min_it (op->stats.hp, op->stats.maxhp);
2739 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2740
2741 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2742
2743 /* on to the interesting part: chances for adding resistance */
2744 for (i = 0; i < NROFATTACKS; i++)
2745 {
2746 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2747 {
2748 /* got positive resistance, now calculate improvement chance (0-100) */
2749
2750 /* this bonus makes resistance increase easier at lower levels */
2751 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2752 if (i == abil->stats.exp)
2753 bonus += 5; /* additional bonus for resistance of ability-focus */
2754
2755 /* monster bonus increases with level, because high-level
2756 flesh is too rare */
2757 mbonus = op->level * 20. / ((double) settings.max_level);
2758
2759 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2760 ((double)settings.max_level)) - skin->resist[i];
2761
2762 if (chance >= 0.)
2763 chance += 1.;
2764 else
2765 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2766
2767 /* chance is proportional to amount of resistance (max. 50) */
2768 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2769
2770 /* doubled chance for resistance of ability-focus */
2771 if (i == abil->stats.exp)
2772 chance = min (100., chance * 2.);
2773
2774 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2775 if (rndm (10000) < (unsigned int)(chance * 100))
2776 {
2777 atnr_winner[winners] = i;
2778 winners++;
2779 }
2780
2781 if (chance >= 0.01)
2782 totalchance *= 1 - chance / 100;
2783
2784 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2785 }
2786 }
2787
2788 /* inverse totalchance as until now we have the failure-chance */
2789 totalchance = 100 - totalchance * 100;
2790
2791 /* print message according to totalchance */
2792 const char *buf;
2793 if (totalchance > 50.)
2794 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2795 else if (totalchance > 10.)
2796 buf = format ("The %s tasted very good.", &meal->name);
2797 else if (totalchance > 1.)
2798 buf = format ("The %s tasted good.", &meal->name);
2799 else if (totalchance > 0.1)
2800 buf = format ("The %s tasted bland.", &meal->name);
2801 else if (totalchance >= 0.01)
2802 buf = format ("The %s had a boring taste.", &meal->name);
2803 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2804 buf = format ("The %s tasted strange.", &meal->name);
2805 else
2806 buf = format ("The %s had no taste.", &meal->name);
2807
2808 op->statusmsg (buf);
2809
2810 /* now choose a winner if we have any */
2811 i = -1;
2812 if (winners > 0)
2813 i = atnr_winner [rndm (winners)];
2814
2815 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2816 {
2817 /* resistance increased! */
2818 skin->resist[i]++;
2819 op->update_stats ();
2820
2821 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2822 }
2823
2824 /* if this flesh contains a new ability focus, we mark it
2825 into the ability_force and it will take effect on next level */
2826 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2827 {
2828 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2829
2830 if (meal->last_eat != abil->stats.exp)
2831 op->statusmsg (format (
2832 "Your metabolism prepares to focus on %s!\n"
2833 "The change will happen at level %d.",
2834 change_resist_msg[meal->last_eat],
2835 abil->level + 1
2836 ));
2837 else
2838 {
2839 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2840 abil->last_eat = 0;
2841 }
2842 }
2843
2844 return 1;
2845}
2846
2847/**
2848 * op eats food.
2849 * If player, takes care of messages and dragon special food.
2850 */
2851static void
2852apply_food (object *op, object *tmp)
2853{
2854 int capacity_remaining;
2855
2856 if (op->type != PLAYER)
2857 op->stats.hp = op->stats.maxhp;
2858 else
2859 {
2860 /* check if this is a dragon (player), eating some flesh */
2861 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2862 ;
2863 else
2864 {
2865 /* usual case - no dragon meal: */
2866 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2867 {
2868 if (tmp->type == FOOD || tmp->type == FLESH)
2869 op->failmsg ("You feel full, but what a waste of food!");
2870 else
2871 op->statusmsg ("Most of the drink goes down your face not your throat!");
2872 }
2873
2874 tmp->play_sound (
2875 tmp->sound
2876 ? tmp->sound
2877 : tmp->type == DRINK
2878 ? sound_find ("eat_drink")
2879 : sound_find ("eat_food")
2880 );
2881
2882 if (!tmp->flag [FLAG_CURSED])
2883 {
2884 const char *buf;
2885
2886 if (!op->is_dragon ())
2887 {
2888 /* eating message for normal players */
2889 if (tmp->type == DRINK)
2890 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2891 else
2892 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2893 }
2894 else
2895 /* eating message for dragon players */
2896 buf = format ("The %s tasted terrible!", &tmp->name);
2897
2898 op->statusmsg (buf);
2899
2900 capacity_remaining = MAX_FOOD - op->stats.food;
2901 op->stats.food += tmp->stats.food;
2902 if (capacity_remaining < tmp->stats.food)
2903 op->stats.hp += capacity_remaining / 50;
2904 else
2905 op->stats.hp += tmp->stats.food / 50;
2906
2907 min_it (op->stats.hp, op->stats.maxhp);
2908 min_it (op->stats.food, MAX_FOOD);
2909 }
2910
2911 /* special food hack -b.t. */
2912 if (tmp->title || tmp->flag [FLAG_CURSED])
2913 eat_special_food (op, tmp);
2914 }
2915 }
2916
2917 handle_apply_yield (tmp);
2918 tmp->decrease ();
2919}
2920
2921/**
2922 * Handles applying an improve armor scroll.
2923 * Does some sanity checks, then calls improve_armour.
2924 */
2925static void
2926apply_armour_improver (object *op, object *tmp)
2927{
2928 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2929 {
2930 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2931 return;
2932 }
2933
2934 object *armor = op->mark ();
2935
2936 if (!armor)
2937 {
2938 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2939 return;
2940 }
2941
2942 if (armor->type != ARMOUR
2943 && armor->type != CLOAK
2944 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2945 {
2946 op->failmsg ("Your marked item is not armour!\n");
2947 return;
2948 }
2949
2950 if (!op->apply (armor, AP_UNAPPLY))
2951 {
2952 op->failmsg ("You are unable to take off your armour to improve it!");
2953 return;
2954 }
2955
2956 op->statusmsg ("Applying armour enchantment.");
2957 improve_armour (op, tmp, armor);
2958}
2959
2960void
2961apply_poison (object *op, object *tmp)
2962{
2963 // need to do it now when it is still on the map
2964 handle_apply_yield (tmp);
2965
2966 object *poison = tmp->split (1);
2967
2968 if (op->type == PLAYER)
2969 {
2970 op->contr->play_sound (sound_find ("drink_poison"));
2971 op->failmsg ("Yech! That tasted poisonous!");
2972 op->contr->killer = poison;
2973 }
2974
2975 if (poison->stats.hp > 0)
2976 {
2977 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2978 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2979 }
2980
2981 op->stats.food -= op->stats.food / 4;
2982 poison->destroy ();
2983}
2984
2985/**
2986 * This function will try to apply a lighter and in case no lighter
2987 * is specified it will try to find a lighter in the players inventory,
2988 * and inform him about this requirement.
2989 *
2990 * who - the player
2991 * op - the item we want to light
2992 * lighter - the lighter or 0 if a lighter has yet to be found
2993 */
2994static object *
2995auto_apply_lighter (object *who, object *op, object *lighter)
2996{
2997 if (lighter == 0)
2998 {
2999 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3000 {
3001 if (tmp->type == LIGHTER)
3002 {
3003 lighter = tmp;
3004 break;
3005 }
3006 }
3007
3008 if (!lighter)
3009 {
3010 who->failmsgf (
3011 "You can't light up the %s with your bare hands! "
3012 "H<You need a lighter in your inventory, for example a flint and steel.>",
3013 &op->name
3014 );
3015 return 0;
3016 }
3017 }
3018
3019 // last_eat == 0 means the lighter is not being used up!
3020 if (lighter->last_eat && lighter->stats.food)
3021 {
3022 /* lighter gets used up */
3023 lighter = lighter->split ();
3024 lighter->stats.food--;
3025 who->insert (lighter);
3026 }
3027 else if (lighter->last_eat)
3028 {
3029 /* no charges left in lighter */
3030 who->failmsgf (
3031 "You attempt to light the %s with a used up %s.",
3032 &op->name, &lighter->name
3033 );
3034 return 0;
3035 }
3036
3037 return lighter;
3038}
3039
3040/**
3041 * Designed primarily to light torches/lanterns/etc.
3042 * Also burns up burnable material too. First object in the inventory is
3043 * the selected object to "burn". -b.t.
3044 */
3045static void
3046apply_lighter (object *who, object *lighter)
3047{
3048 int is_player_env = 0;
3049
3050 if (object *item = who->mark ())
3051 {
3052 if (!auto_apply_lighter (who, item, lighter))
3053 return;
3054
3055 /* Perhaps we should split what we are trying to light on fire?
3056 * I can't see many times when you would want to light multiple
3057 * objects at once.
3058 */
3059
3060 save_throw_object (item, AT_FIRE, who);
3061
3062 if (item->destroyed ()
3063 || ((item->type == LAMP || item->type == TORCH)
3064 && item->glow_radius > 0))
3065 who->statusmsg (format (
3066 "You light the %s with the %s.",
3067 &item->name, &lighter->name
3068 ));
3069 else
3070 who->failmsgf (
3071 "You attempt to light the %s with the %s and fail.",
3072 &item->name, &lighter->name
3073 );
3074 }
3075 else
3076 who->failmsg ("You need to mark a lightable object.");
3077}
3078
3079/**
3080 * This function generates a cursed effect for cursed lamps and torches.
3081 */
3082static void
3083player_apply_lamp_cursed_effect (object *who, object *op)
3084{
3085 if (op->level)
3086 {
3087 who->failmsgf (
3088 "The %s was cursed, it explodes in a big fireball!",
3089 &op->name
3090 );
3091 create_exploding_ball_at (who, op->level);
3092 }
3093 else
3094 {
3095 who->failmsgf (
3096 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3097 &op->name
3098 );
3099 }
3100
3101 op->destroy ();
3102}
3103
3104/**
3105 * Apply for players and lamps
3106 *
3107 * who - the player
3108 * op - the lamp
3109 */
3110static void
3111player_apply_lamp (object *who, object *op)
3112{
3113 bool switch_on = op->glow_radius ? false : true;
3114
3115 if (switch_on)
3116 {
3117 object *lighter = 0;
3118
3119 if (op->flag [FLAG_IS_LIGHTABLE]
3120 && !(lighter = auto_apply_lighter (who, op, 0)))
3121 return;
3122
3123 if (op->stats.food < 1)
3124 {
3125 if (op->type == LAMP)
3126 who->failmsgf (
3127 "The %s is out of fuel! "
3128 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3129 &op->name
3130 );
3131 else
3132 who->failmsgf (
3133 "The %s is burnt out! "
3134 "H<Torches and similar items burn out and become worthless.>",
3135 &op->name
3136 );
3137 return;
3138 }
3139
3140 if (op->flag [FLAG_CURSED])
3141 {
3142 player_apply_lamp_cursed_effect (who, op);
3143 return;
3144 }
3145
3146 if (lighter)
3147 who->statusmsg (format (
3148 "You light up the %s with the %s.", &op->name, &lighter->name));
3149 else
3150 who->statusmsg (format ("You light up the %s.", &op->name));
3151 }
3152 else
3153 {
3154 if (op->flag [FLAG_CURSED])
3155 {
3156 player_apply_lamp_cursed_effect (who, op);
3157 return;
3158 }
3159
3160 if (op->type == TORCH)
3161 {
3162 if (!op->flag [FLAG_IS_LIGHTABLE])
3163 {
3164 who->statusmsg (format (
3165 "You put out the %s. "
3166 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3167 &op->name, &op->name));
3168 }
3169 else
3170 who->statusmsg (format (
3171 "You put out the %s."
3172 "H<Torches wear out if you put them out.>",
3173 &op->name));
3174 }
3175 else
3176 who->statusmsg (format ("You turn off the %s.", &op->name));
3177 }
3178
3179 apply_lamp (op, switch_on);
3180}
3181
3182void get_animation_from_arch (object *op, arch_ptr a)
3183{
3184 op->animation_id = a->animation_id;
3185 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3186 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3187 op->anim_speed = a->anim_speed;
3188 op->last_anim = 0;
3189 op->state = 0;
3190 op->face = a->face;
3191
3192 if (NUM_ANIMATIONS(op) > 1)
3193 {
3194 SET_ANIMATION(op, 0);
3195 animate_object (op, op->direction);
3196 }
3197 else
3198 update_object (op, UP_OBJ_FACE);
3199}
3200
3201/**
3202 * Apply for LAMPs and TORCHes.
3203 *
3204 * op - the lamp
3205 * switch_on - a flag which says whether the lamp should be switched on or off
3206 */
3207void apply_lamp (object *op, bool switch_on)
3208{
3209 op->set_glow_radius (switch_on ? op->range : 0);
3210 op->set_speed (switch_on ? op->arch->speed : 0);
3211
3212 // torches wear out if you put them out
3213 if (op->type == TORCH && !switch_on)
3214 {
3215 if (op->flag [FLAG_IS_LIGHTABLE])
3216 {
3217 op->stats.food -= (double) op->arch->stats.food / 15;
3218 if (op->stats.food < 0)
3219 op->stats.food = 0;
3220 }
3221 else
3222 op->stats.food = 0;
3223 }
3224
3225 // lamps and torched get worthless when used up
3226 if (op->stats.food <= 0)
3227 op->value = 0;
3228
3229 // FIXME: This is a hack to make the more sane torches and lamps
3230 // still animated ;-/
3231 if (op->other_arch)
3232 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3233
3234 if (object *pl = op->visible_to ())
3235 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3236}
3237
3238/**
3239 * This handles items of type 'transformer'.
3240 * Basically those items, used with a marked item, transform both items into something
3241 * else.
3242 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3243 * Change information is contained in the 'slaying' field of the marked item.
3244 * The format is as follow: transformer:[number ]yield[;transformer:...].
3245 * This way an item can be transformed in many things, and/or many objects.
3246 * The 'slaying' field for transformer is used as verb for the action.
3247 */
3248static void
3249apply_item_transformer (object *pl, object *transformer)
3250{
3251 object *new_item;
3252 const char *find;
3253 char *separator;
3254 int yield;
3255 char got[MAX_BUF];
3256 int len;
3257
3258 if (!pl || !transformer)
3259 return;
3260
3261 object *marked = pl->mark ();
3262
3263 if (!marked)
3264 {
3265 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3266 return;
3267 }
3268
3269 if (!marked->slaying)
3270 {
3271 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3272 return;
3273 }
3274
3275 /* check whether they are compatible or not */
3276 find = strstr (&marked->slaying, transformer->arch->archname);
3277 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3278 {
3279 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3280 return;
3281 }
3282
3283 find += strlen (transformer->arch->archname) + 1;
3284 /* Item can be used, now find how many and what it yields */
3285 if (isdigit (*(find)))
3286 {
3287 yield = atoi (find);
3288 if (yield < 1)
3289 {
3290 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3291 yield = 1;
3292 }
3293 }
3294 else
3295 yield = 1;
3296
3297 while (isdigit (*find))
3298 find++;
3299
3300 while (*find == ' ')
3301 find++;
3302
3303 memset (got, 0, MAX_BUF);
3304
3305 if ((separator = (char *) strchr (find, ';')))
3306 len = separator - find;
3307 else
3308 len = strlen (find);
3309
3310 min_it (len, MAX_BUF - 1);
3311
3312 strcpy (got, find);
3313 got[len] = '\0';
3314
3315 /* Now create new item, remove used ones when required. */
3316 new_item = get_archetype (got);
3317 if (!new_item)
3318 {
3319 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3320 return;
3321 }
3322
3323 new_item->nrof = yield;
3324
3325 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3326
3327 pl->insert (new_item);
3328 /* Eat up one item */
3329 marked->decrease ();
3330
3331 /* Eat one transformer if needed */
3332 if (transformer->stats.food)
3333 if (--transformer->stats.food == 0)
3334 transformer->decrease ();
3335}
3336
3337/**
3338 * Main apply handler.
3339 *
3340 * Checks for unpaid items before applying.
3341 *
3342 * Return value is currently not used
3343 *
3344 * who is the object that is causing object to be applied, op is the object
3345 * being applied.
3346 *
3347 * aflag is special (always apply/unapply) flags. Nothing is done with
3348 * them in this function - they are passed to apply_special
3349 */
3350static bool
3351manual_apply (object *who, object *op, int aflag)
3352{
3353 op = op->head_ ();
3354
3355 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3356 {
3357 if (who->contr)
3358 {
3359 examine (who, op);
3360 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3361 return 1;
3362 }
3363 else
3364 return 0; /* monsters just skip unpaid items */
3365 }
3366
3367 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3368 return RESULT_INT (0);
3369 else if (apply_types_inv_only [op->type])
3370 {
3371 // special item, using slot system, needs to be in inv
3372 if (op->env == who)
3373 return apply_special (who, op, aflag);
3374
3375 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3376 }
3377 else if (!who->contr && apply_types_player_only [op->type])
3378 return 0; // monsters shouldn't try to apply player-only stuff
3379 else if (apply_types [op->type])
3380 {
3381 // ordinary stuff, may be on the floor
3382 switch (op->type)
3383 {
3384 case T_HANDLE:
3385 who->play_sound (sound_find ("turn_handle"));
3386 who->statusmsg ("You turn the handle.");
3387 op->value = op->value ? 0 : 1;
3388 SET_ANIMATION (op, op->value);
3389 update_object (op, UP_OBJ_FACE);
3390 push_button (op, who);
3391 break;
3392
3393 case TRIGGER:
3394 if (check_trigger (op, who, who))
3395 {
3396 who->statusmsg ("You turn the handle.");
3397 who->play_sound (sound_find ("turn_handle"));
3398 }
3399 else
3400 who->failmsg ("The handle doesn't move.");
3401
3402 break;
3403
3404 case EXIT:
3405 if (!EXIT_PATH (op))
3406 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3407 else
3408 {
3409 /* Don't display messages for random maps. */
3410 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3411 who->statusmsg (op->msg, NDI_NAVY);
3412
3413 who->enter_exit (op);
3414 }
3415
3416 break;
3417
3418 case INSCRIBABLE:
3419 who->statusmsg (op->msg);
3420 // maybe show a spell menu to chose from or something like that
3421 break;
3422
3423 case SIGN:
3424 apply_sign (who, op, 0);
3425 break;
3426
3427 case BOOK:
3428 apply_book (who, op);
3429 break;
3430
3431 case SKILLSCROLL:
3432 apply_skillscroll (who, op);
3433 break;
3434
3435 case SPELLBOOK:
3436 apply_spellbook (who, op);
3437 break;
3438
3439 case SCROLL:
3440 apply_scroll (who, op, 0);
3441 break;
3442
3443 case POTION:
3444 apply_potion (who, op);
3445 break;
3446
3447 /* Eneq(@csd.uu.se): Handle apply on containers. */
3448 //TODO: remove, as it is unsed?
3449 case CLOSE_CON:
3450 apply_container (who, op->env);
3451 break;
3452
3453 case CONTAINER:
3454 apply_container (who, op);
3455 break;
3456
3457 case TREASURE:
3458 apply_treasure (who, op);
3459 break;
3460
3461 case LAMP:
3462 case TORCH:
3463 player_apply_lamp (who, op);
3464 break;
3465
3466 case DRINK:
3467 case FOOD:
3468 case FLESH:
3469 apply_food (who, op);
3470 break;
3471
3472 case POISON:
3473 apply_poison (who, op);
3474 break;
3475
3476 case SAVEBED:
3477 break;
3478
3479 case ARMOUR_IMPROVER:
3480 apply_armour_improver (who, op);
3481 break;
3482
3483 case WEAPON_IMPROVER:
3484 check_improve_weapon (who, op);
3485 break;
3486
3487 case CLOCK:
3488 {
3489 timeofday_t tod;
3490
3491 get_tod (&tod);
3492 who->play_sound (sound_find ("sound_clock"));
3493 who->statusmsg (format (
3494 "It is %d minute%s past %d o'clock %s",
3495 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3496 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3497 ));
3498 }
3499 break;
3500
3501 case MENU:
3502 shop_listing (op, who);
3503 break;
3504
3505 case POWER_CRYSTAL:
3506 apply_power_crystal (who, op); /* see egoitem.c */
3507 break;
3508
3509 case LIGHTER: /* for lighting torches/lanterns/etc */
3510 apply_lighter (who, op);
3511 break;
3512
3513 case ITEM_TRANSFORMER:
3514 apply_item_transformer (who, op);
3515 break;
3516 }
3517
3518 return 1;
3519 }
3520 else
3521 {
3522 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3523 return 0;
3524 }
3525}
3526
3527/**
3528 * player_apply_below attempts to apply the object 'below' the player.
3529 * If the player has an open container, we use that for below, otherwise
3530 * we use the ground.
3531 */
3532void
3533player_apply_below (object *pl)
3534{
3535 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3536
3537 /* If using a container, set the starting item to be the top
3538 * item in the container. Otherwise, use the map.
3539 */
3540
3541 // first try to apply "applyables"
3542 for (object *tmp = top; tmp; tmp = tmp->below)
3543 if (!tmp->invisible && apply_types [tmp->type])
3544 {
3545 // If it is visible, player can apply it.
3546 pl->apply (tmp);
3547 return;
3548 }
3549
3550 while (top && top->invisible)
3551 top = top->below;
3552
3553 if (!top || top->flag [FLAG_IS_FLOOR])
3554 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3555 "H<There is nothing here that you can apply.>");
3556 else
3557 // next, try to explain the topmost object
3558 switch (top->type)
3559 {
3560 // TODO: all this should move to examine
3561 case ALTAR:
3562 case IDENTIFY_ALTAR:
3563 case TRIGGER_ALTAR:
3564 case CONVERTER:
3565 //case TRIGGER_PEDESTAL:
3566 pl->failmsgf (
3567 "You see no obvious mechanism on the %s."
3568 "H<You have to drop one or more specific items here.>",
3569 query_short_name (top)
3570 );
3571 break;
3572
3573 case BUTTON:
3574 case TRIGGER_BUTTON:
3575 pl->failmsgf (
3576 "The %s looks as if you could activate it with somehting heavy. "
3577 "H<You must put enough items here to activate it.>",
3578 query_short_name (top)
3579 );
3580 break;
3581
3582 default:
3583 examine (pl, top);
3584 break;
3585 }
3586}
3587
3588// saner interface, returns successful status
3589bool
3590object::apply (object *ob, int aflags)
3591{
3592 if (!ob) // simplifies a lot of callers
3593 return true;
3594
3595 if (contr)
3596 {
3597 if (!ob->env && (move_type & MOVE_FLYING))
3598 {
3599 /* player is flying and applying object not in inventory */
3600 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3601 {
3602 failmsg ("But you are floating high above the ground! "
3603 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3604 "or waiting till the levitation effect wears off.>");
3605 return 0;
3606 }
3607 }
3608
3609 contr->last_used = ob;
3610 }
3611
3612 bool want_apply =
3613 aflags & AP_APPLY ? true
3614 : aflags & AP_UNAPPLY ? false
3615 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3616
3617 object_ptr *slot = 0;
3618
3619 // detect the slot, if this is a player
3620 if (contr && !(aflags & AP_NO_SLOT))
3621 {
3622 object *oslot;
3623
3624 switch (ob->type)
3625 {
3626 case WEAPON:
3627 slot = &contr->combat_ob;
3628 oslot = contr->ranged_ob;
3629 break;
3630
3631 case RANGED:
3632 case BOW:
3633 case SPELL:
3634 case WAND:
3635 case ROD:
3636 case HORN:
3637 case BUILDER:
3638 slot = &contr->ranged_ob;
3639 oslot = contr->combat_ob;
3640 break;
3641
3642 // oh, the humanity
3643 case SKILL:
3644 // skill is used on it's own, as opposed to being a chosen_skill
3645
3646 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3647 {
3648 failmsgf (
3649 "You feel as if you wanted to do something funny, but you can't remember what. "
3650 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3651 "It cannot be used on its own.>",
3652 &ob->skill
3653 );
3654 return 1;
3655 }
3656
3657 if (skill_flags [ob->subtype] & SF_AUTARK
3658 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3659 {
3660 if (skill_flags [ob->subtype] & SF_USE)
3661 failmsgf (
3662 "You feel as if you wanted to do something funny, but you can't remember what. "
3663 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3664 &ob->skill, &ob->skill
3665 );
3666 else
3667 failmsgf (
3668 "You feel as if you wanted to do something funny, but you can't remember what. "
3669 "H<The %s skill cannot be readied or used, it is always active.>",
3670 &ob->skill
3671 );
3672
3673 return 1;
3674 }
3675
3676 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3677 break;
3678
3679 if (skill_flags [ob->subtype] & SF_COMBAT)
3680 {
3681 slot = &contr->combat_ob;
3682 oslot = contr->ranged_ob;
3683 }
3684 else if (skill_flags [ob->subtype] & SF_RANGED)
3685 {
3686 slot = &contr->ranged_ob;
3687 oslot = contr->combat_ob;
3688 }
3689
3690 break;
3691 }
3692
3693 // now handle slot exclusions
3694 if (slot)
3695 {
3696 // only one slot can be active
3697 if (want_apply)
3698 {
3699 // clear slot unless we are in it already
3700 if (*slot != ob)
3701 apply (*slot, AP_UNAPPLY);
3702
3703 // unapply other slot, because we want to become active
3704 apply (oslot, AP_UNAPPLY);
3705 }
3706
3707 // clear item from slot if applied
3708 if (!want_apply && current_weapon == ob)
3709 current_weapon = 0;
3710 }
3711 }
3712
3713 if (ob->flag [FLAG_APPLIED] != want_apply)
3714 manual_apply (this, ob, aflags);
3715
3716 if (ob->flag [FLAG_APPLIED] != want_apply)
3717 return false;
3718
3719 if (slot && want_apply)
3720 current_weapon = *slot = ob;
3721
3722 return true;
3681} 3723}
3682 3724
3683/** 3725/**
3684 * Map was just loaded, handle op's initialisation. 3726 * Map was just loaded, handle op's initialisation.
3685 * 3727 *
3689auto_apply (object *op) 3731auto_apply (object *op)
3690{ 3732{
3691 object *tmp = NULL, *tmp2; 3733 object *tmp = NULL, *tmp2;
3692 int i; 3734 int i;
3693 3735
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3736 op->clr_flag (FLAG_AUTO_APPLY);
3695 3737
3696 switch (op->type) 3738 switch (op->type)
3697 { 3739 {
3698 case SHOP_FLOOR: 3740 case SHOP_FLOOR:
3699 if (!op->has_random_items ()) 3741 if (!op->has_random_items ())
3709 == NULL && --i); 3751 == NULL && --i);
3710 3752
3711 if (tmp == NULL) 3753 if (tmp == NULL)
3712 return 0; 3754 return 0;
3713 3755
3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3756 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3715 { 3757 {
3716 tmp->destroy (); 3758 tmp->destroy ();
3717 tmp = NULL; 3759 tmp = NULL;
3718 } 3760 }
3719 } 3761 }
3720 while (!tmp); 3762 while (!tmp);
3721 3763
3722 tmp->x = op->x; 3764 tmp->x = op->x;
3723 tmp->y = op->y; 3765 tmp->y = op->y;
3724 SET_FLAG (tmp, FLAG_UNPAID); 3766 tmp->set_flag (FLAG_UNPAID);
3725 insert_ob_in_map (tmp, op->map, NULL, 0); 3767 insert_ob_in_map (tmp, op->map, NULL, 0);
3726 identify (tmp); 3768 identify (tmp);
3727 break; 3769 break;
3728 3770
3729 case TREASURE: 3771 case TREASURE:
3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3772 if (op->flag [FLAG_IS_A_TEMPLATE])
3731 return 0; 3773 return 0;
3732 3774
3733 while (op->stats.hp-- > 0) 3775 while (op->stats.hp-- > 0)
3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3776 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); 3777 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3773 3815
3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3816 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3775 { 3817 {
3776 invnext = invtmp->below; 3818 invnext = invtmp->below;
3777 3819
3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3820 if (invtmp->flag [FLAG_AUTO_APPLY])
3779 auto_apply (invtmp); 3821 auto_apply (invtmp);
3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3822 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3781 { 3823 {
3782 while (invtmp->stats.hp-- > 0) 3824 while (invtmp->stats.hp-- > 0)
3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3850 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) 3851 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3810 tmp->randomitems = NULL; 3852 tmp->randomitems = NULL;
3811 } 3853 }
3812 3854
3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3855 if (tmp->flag [FLAG_AUTO_APPLY])
3814 auto_apply (tmp); 3856 auto_apply (tmp);
3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3857 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3816 { 3858 {
3817 while ((tmp->stats.hp--) > 0) 3859 while ((tmp->stats.hp--) > 0)
3818 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3860 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3820 } 3862 }
3821 else if (tmp->type == TIMED_GATE) 3863 else if (tmp->type == TIMED_GATE)
3822 { 3864 {
3823 object *head = tmp->head != NULL ? tmp->head : tmp; 3865 object *head = tmp->head != NULL ? tmp->head : tmp;
3824 3866
3825 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3867 if (head->flag [FLAG_IS_LINKED])
3826 tmp->set_speed (0); 3868 tmp->set_speed (0);
3827 } 3869 }
3828 /* This function can be called everytime a map is loaded, even when 3870 /* 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 3871 * 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 3872 * over and ove again, so after we generate the treasure, blank out
3919 } 3961 }
3920 3962
3921 /* check for hp, sp change */ 3963 /* check for hp, sp change */
3922 if (food->stats.hp != 0) 3964 if (food->stats.hp != 0)
3923 { 3965 {
3924 if (QUERY_FLAG (food, FLAG_CURSED)) 3966 if (food->flag [FLAG_CURSED])
3925 { 3967 {
3926 who->contr->killer = food; 3968 who->contr->killer = food;
3927 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3969 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3928 who->failmsg ("Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3929 } 3971 }
3938 } 3980 }
3939 } 3981 }
3940 3982
3941 if (food->stats.sp != 0) 3983 if (food->stats.sp != 0)
3942 { 3984 {
3943 if (QUERY_FLAG (food, FLAG_CURSED)) 3985 if (food->flag [FLAG_CURSED])
3944 { 3986 {
3945 who->failmsg ("You are drained of mana!"); 3987 who->failmsg ("You are drained of mana!");
3946 who->stats.sp -= food->stats.sp; 3988 who->stats.sp -= food->stats.sp;
3947 if (who->stats.sp < 0) 3989 if (who->stats.sp < 0)
3948 who->stats.sp = 0; 3990 who->stats.sp = 0;
4031 pl->animation_id = change->animation_id; 4073 pl->animation_id = change->animation_id;
4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4074 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4033 } 4075 }
4034 4076
4035 /* check the special case of can't use weapons */ 4077 /* check the special case of can't use weapons */
4036 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4078 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4037 if (change->name == shstr_monk) 4079 if (change->name == shstr_monk)
4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4080 pl->clr_flag (FLAG_USE_WEAPON);
4039 4081
4040 break; 4082 break;
4041 } 4083 }
4042 } 4084 }
4043} 4085}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines