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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC vs.
Revision 1.284 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <cmath> 26#include <cmath>
26 27
30#include <skills.h> 31#include <skills.h>
31#include <tod.h> 32#include <tod.h>
32 33
33#include <sproto.h> 34#include <sproto.h>
34 35
35/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
36#include <sounds.h>
37 37
38/** 38static 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{ 39{
45 int arch_flag, name_flag, race_flag; 40 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 { 41 {
59 arch_flag = op->subtype & 1; 42 set (WEAPON);
60 name_flag = op->subtype & 2; 43 set (ARMOUR);
61 race_flag = op->subtype & 4; 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
62 } 62 }
63 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
64 { 70 {
65 arch_flag = 1; 71 set (TRANSPORT);
66 name_flag = 1; 72 set (EXIT);
67 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 86 }
87} apply_types_player_only;
69 88
70 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
71 * name or race that matches. 90// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 91
79 /* If the director has slaying set, only affect objects where none 92static const struct 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{ 93{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 94 apply_types ()
99 95 : 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 { 96 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 97 set (T_HANDLE);
130 { 98 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 99 set (SCROLL);
132 { 100 set (POTION);
133 identify (id); 101 set (CLOSE_CON);
134 102 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 103 set (LAMP);
136 if (id->msg) 104 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 105 set (DRINK);
138 106 set (FOOD);
139 /* If no more money, might as well quit now */ 107 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 108 set (POISON);
141 break; 109 set (POWER_CRYSTAL);
142 } 110 set (ITEM_TRANSFORMER);
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 } 111 }
150 112} 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}
396 113
397/**************************************************************************** 114/****************************************************************************
398 * Weapon improvement code follows 115 * Weapon improvement code follows
399 ****************************************************************************/ 116 ****************************************************************************/
400 117
424 if (!item) 141 if (!item)
425 return 0; 142 return 0;
426 143
427 for (op = op->below; op; op = op->below) 144 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item) 145 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 146 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 147 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
431 count += op->number_of (); 148 count += op->number_of ();
432 149
433 return count; 150 return count;
434} 151}
435 152
482 if (improver->slaying) 199 if (improver->slaying)
483 { 200 {
484 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
485 if (count < 1) 202 if (count < 1)
486 { 203 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 205 return 0;
489 } 206 }
490 } 207 }
491 else 208 else
492 count = 1; 209 count = 1;
535 */ 252 */
536static int 253static int
537prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
538{ 255{
539 int sacrifice_count, i; 256 int sacrifice_count, i;
540 char buf[MAX_BUF];
541 257
542 if (weapon->level != 0) 258 if (weapon->level != 0)
543 { 259 {
544 op->failmsg ("Weapon is already prepared!"); 260 op->failmsg ("Weapon is already prepared!");
545 return 0; 261 return 0;
574 "Your sacrifice was accepted." 290 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.", 291 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level 292 &weapon->name, weapon->level
577 )); 293 ));
578 294
579 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */ 297 slot at once! */
583 improver->decrease (); 298 improver->decrease ();
584 weapon->last_eat = 0; 299 weapon->last_eat = 0;
585 return 1; 300 return 1;
591 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
592 * 307 *
593 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
594 * 309 *
595 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
598 */ 313 */
599static int 314static int
600improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
601{ 316{
617 { 332 {
618 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 334 return 0;
620 } 335 }
621 336
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 337 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 338 && !check_item_power (op, weapon->item_power + 1))
624 { 339 {
625 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 342 "really want to improve it.");
628 return 0; 343 return 0;
629 } 344 }
630 345
631 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* This just increases damage by 5 points, no matter what. No sacrifice
632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
633 * don't put any maximum value on damage - the limit is how much the 348 * don't put any maximum value on damage - the limit is how much the
634 * weapon can be improved. 349 * weapon can be improved.
635 */ 350 */
636 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
637 { 352 {
638 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
639 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
677 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
678 393
679 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
681 { 396 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 398 return 0;
684 } 399 }
685 400
686 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 402 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
710 */ 425 */
711static int 426static int
712check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
713{ 428{
714 object *otmp;
715
716 if (op->type != PLAYER) 429 if (op->type != PLAYER)
717 return 0; 430 return 0;
718 431
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 433 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 435 return 0;
723 } 436 }
724 437
725 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
726 439
727 if (!otmp) 440 if (!otmp)
728 { 441 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 442 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; 443 return 0;
731 } 444 }
732 445
733 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 447 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 455 return 0;
737 } 456 }
738 457
739 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
740 459
758 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
759 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
760 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
761 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
762 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
763 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 483 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 485 * changing of physical area right now.
767 */ 486 */
768static int 487static int
769improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
770{ 489{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
774 { 491 {
775 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 493 return 0;
777 } 494 }
788 } 505 }
789 506
790 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
792 */ 509 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 511
795 armour->magic++; 512 armour->magic++;
796 513
797 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
798 { 515 {
836 553
837 if (op->type == PLAYER) 554 if (op->type == PLAYER)
838 { 555 {
839 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
840 557
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 559 op->update_stats ();
843 } 560 }
844 561
845 improver->decrease (); 562 improver->decrease ();
846 563
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 645 ob_to_copy = ob;
929 646
930 item = ob_to_copy->deep_clone (); 647 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 650 }
934 else 651 else
935 { 652 {
936 if (!conv_to) 653 if (!conv_to)
949 666
950 if (nr) 667 if (nr)
951 item->nrof *= nr; 668 item->nrof *= nr;
952 669
953 if (converter->flag [FLAG_PRECIOUS]) 670 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 671 item->set_flag (FLAG_UNPAID);
955 672
956 if (is_in_shop (converter)) 673 if (converter->is_in_shop ())
957 { 674 {
958 // converters on shop floors don't work anymore, bug lets check for it 675 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 676 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 678 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 679 item->set_flag (FLAG_UNPAID);
963 } 680 }
964 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
965 { 682 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 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); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 /** 685 /**
969 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
970 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
971 */ 688 */
972 } 689 }
973 690
974 // elmex: only identify if we need to, for example so that generated money doesn't 691 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 692 // get an 'identified' flag so easily.
976 if (need_identify (item)) 693 if (item->need_identify ())
977 identify (item); 694 identify (item);
978 695
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
980 return 1; 698 return 1;
981} 699}
982 700
983/** 701/**
984 * Handle apply on containers. 702 * Handle apply on containers.
985 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
986 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
987 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
988 */ 706 */
989static int 707static int
1015 op->close_container (); 733 op->close_container ();
1016 return 1; 734 return 1;
1017 } 735 }
1018 else if (!sack->env) 736 else if (!sack->env)
1019 { 737 {
1020 // active, but not ours: some other player has opened it 738 // active on floor, but not ours: some other player has opened it
739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 742 return 1;
1023 } 743 }
744 }
1024 745
1025 // fall through to opening it (active in inv) 746 // it's locked?
747 if (sack->slaying)
1026 } 748 {
1027 else if (sack->env) 749 if (object *tmp = find_key (op, op, sack))
750 {
751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
752 }
753 else
754 {
755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
756 esrv_update_item (UPD_FLAGS, op, sack);
757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
758 return 1;
759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
1028 { 763 {
1029 // it is in our env, so activate it, do not open yet 764 // it is in our env, so activate it, do not open yet
1030 op->close_container (); 765 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1; 766 sack->flag [FLAG_APPLIED] = true;
1032 esrv_update_item (UPD_FLAGS, op, sack); 767 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack))); 768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 { 769 }
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 770 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); 771 op->open_container (sack);
1050 772
1051 return 1; 773 return 1;
1052} 774}
1053 775
1054/** 776/**
1102{ 824{
1103 int rv = 0; 825 int rv = 0;
1104 double opinion; 826 double opinion;
1105 object *tmp, *next; 827 object *tmp, *next;
1106 828
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 830
1109 bool has_unpaid = false; 831 bool has_unpaid = false;
1110 832
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 833 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 834 // a quick and small change :(
1125 */ 847 */
1126 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1127 { 849 {
1128 next = tmp->below; 850 next = tmp->below;
1129 851
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1131 { 853 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 855
1134 if (i >= 0) 856 if (i >= 0)
1135 tmp->move (i); 857 tmp->move (i);
1136 } 858 }
1137 } 859 }
1138 860
1139 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1141 return 0; 863 return 0;
1142 864
1143 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1145 */ 867 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 869 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 872
1151 if (i != -1) 873 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1153 875
1154 return 0; 876 return 0;
1155 } 877 }
1156 878
1157 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1164 /* this is only used for players */ 886 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1166 888
1167 if (has_unpaid) 889 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 890 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 891 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 892 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 893 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 894 op->contr->play_sound (sound_find ("shop_leave"));
1173 895
1174 if (shop_mat->msg) 896 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 898 /* 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 899 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 900 * actually the shop floor.
1179 */ 901 */
1180 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1181 { 903 {
1182 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1183 905
1184 op->statusmsg ( 906 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1200 if (i == -1) 922 if (i == -1)
1201 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1202 else 924 else
1203 { 925 {
1204 op->remove (); 926 op->remove ();
1205 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1206 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 930 }
1209 } 931 }
1210 932
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 934 return rv;
1213} 935}
1214 936
1215/** 937/**
1216 * Handles applying a sign. 938 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
1245 967
1246 return; 968 return;
1247 } 969 }
1248 970
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 972 sign->last_eat++;
1251 } 973 }
1252 974
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* 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 976 * 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 977 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 978 * to us).
1257 */ 979 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 981 {
1260 op->failmsg ("You are unable to read while blind!"); 982 op->failmsg ("You are unable to read while blind!");
1261 return; 983 return;
1262 } 984 }
1263 985
1298 1020
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED); 1022 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301 1023
1302 transfer_ob (victim, 1024 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir], 1025 EXIT_X (trap) + DIRX (dir),
1304 EXIT_Y (trap) + freearr_y[dir], 1026 EXIT_Y (trap) + DIRY (dir),
1305 0, victim); 1027 0, victim);
1306}
1307
1308/**
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} 1028}
2941 1029
2942/** 1030/**
2943 * Unapplies specified item. 1031 * Unapplies specified item.
2944 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
2945 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
2946 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
2947 */ 1035 */
2948static int 1036static bool
2949unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
2950{ 1038{
2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2953 return RESULT_INT (0); 1041 return RESULT_INT (0);
2954 1042
2955 CLEAR_FLAG (op, FLAG_APPLIED); 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
1045
1046 op->flag [FLAG_APPLIED] = false;
2956 1047
2957 switch (op->type) 1048 switch (op->type)
2958 { 1049 {
2959 case SKILL_TOOL: 1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
1061 case WEAPON:
1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
1063 change_abil (who, op);
1064 who->flag [FLAG_READY_WEAPON] = false;
1065
2960 // unapplying a skill tool should also unapply the skill it governs 1066 // 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 1067 // but this is hard, as it shouldn't do so when the skill can
2962 // be used for other reasons 1068 // be used for other reasons
2963 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1069 //TODO: really?
2964 if (tmp->skill == op->skill 1070 if (who->chosen_skill)
2965 && tmp->type == SKILL 1071 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); 1072 unapply_special (who, who->chosen_skill, 0);
2969 1073
2970 change_abil (who, op);
2971 break; 1074 break;
2972 1075
1076 case RANGED:
1077 case BOW:
2973 case WEAPON: 1078 case WAND:
1079 case ROD:
1080 case HORN:
2974 if (player *pl = who->contr) 1081 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 { 1082 {
2990 if (IS_COMBAT_SKILL (op->subtype)) 1083 who->statusmsg (format ("You unready %s.", query_name (op)));
2991 who->change_weapon (who->contr->combat_ob = 0); 1084 change_abil (who, op);
2992 else if (IS_RANGED_SKILL (op->subtype)) 1085 }
2993 who->change_weapon (who->contr->ranged_ob = 0); 1086 else
2994 1087 {
2995 if (op->invisible) 1088 if (op->type == BOW)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1089 op->flag [FLAG_READY_BOW ] = false;
2997 else 1090 else
2998 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1091 op->flag [FLAG_READY_RANGE] = false;
2999 } 1092 }
3000 1093
3001 change_abil (who, op);
3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
3003 break; 1094 break;
3004 1095
3005 case ARMOUR: 1096 case ARMOUR:
3006 case HELMET: 1097 case HELMET:
3007 case SHIELD: 1098 case SHIELD:
3014 case CLOAK: 1105 case CLOAK:
3015 who->statusmsg (format ("You unwear %s.", query_name (op))); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
3016 change_abil (who, op); 1107 change_abil (who, op);
3017 break; 1108 break;
3018 1109
1110 case SPELL:
3019 case BOW: 1111 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))); 1112 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; 1113 break;
3044 1114
3045 case BUILDER: 1115 //case SKILL_TOOL://TODO
3046 if (who->contr)
3047 who->statusmsg (format ("You unready %s.", query_name (op)));
3048 break;
3049
3050 default: 1116 default:
3051 who->statusmsg (format ("You unapply %s.", query_name (op))); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
3052 break; 1118 break;
3053 } 1119 }
3054 1120
3056 if (object *pl = op->visible_to ()) 1122 if (object *pl = op->visible_to ())
3057 esrv_send_item (pl, op); 1123 esrv_send_item (pl, op);
3058 1124
3059 who->update_stats (); 1125 who->update_stats ();
3060 1126
3061 return 0; 1127 return 1;
3062} 1128}
3063 1129
3064/** 1130/**
3065 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
3066 * Note that 'start' is the first object to start examing - we 1132 * Note that 'start' is the first object to start examing - we
3078static object * 1144static object *
3079get_next_item_from_body_location (int loc, object *start) 1145get_next_item_from_body_location (int loc, object *start)
3080{ 1146{
3081 for (object *tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
3082 if (tmp->flag [FLAG_APPLIED] 1148 if (tmp->flag [FLAG_APPLIED]
3083 && tmp->slot[loc].info 1149 && tmp->slot [loc].info
3084 && (!tmp->invisible || tmp->type == SKILL)) 1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3085 return tmp; 1151 return tmp;
3086 1152
3087 return 0; 1153 return 0;
3088} 1154}
3089 1155
3102#define CANNOT_REMOVE_CURSED \ 1168#define CANNOT_REMOVE_CURSED \
3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1169 "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, " \ 1170 "Praying over an altar, scrolls of remove curse/damnation, " \
3105 "priests or even other players might help.>" 1171 "priests or even other players might help.>"
3106 1172
3107static int 1173static bool
3108unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
3109{ 1175{
3110 if (op->is_range ()) 1176 if (op->is_range ())
3111 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1178 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))) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3114 { 1180 {
3115 if (aflags & AP_PRINT) 1181 if (aflags & AP_PRINT)
3116 who->failmsg (query_name (tmp)); 1182 who->failmsg (query_name (tmp));
3117 else 1183 else
3118 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
3121 { 1187 {
3122 /* In this case, we want to try and remove a cursed item. 1188 /* 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 1189 * While we know it won't work, we want unapply_special to
3124 * at least generate the message. 1190 * at least generate the message.
3125 */ 1191 */
3126 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3127 return 1; 1193 return 1;
3128 } 1194 }
3129 1195
3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 { 1197 {
3151#endif 1217#endif
3152 return 1; 1218 return 1;
3153 } 1219 }
3154 1220
3155 /* If we are just printing, we don't care about cursed status */ 1221 /* 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)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3157 { 1223 {
3158 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
3159 who->failmsg (query_name (tmp)); 1225 who->failmsg (query_name (tmp));
3160 else 1226 else
3161 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
3165 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
3166 * Note this could be annoying if this is just one of a few, 1232 * 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 1233 * so it may not be critical (eg, putting on a ring and you have
3168 * one cursed ring.) 1234 * one cursed ring.)
3169 */ 1235 */
3170 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3171 } 1237 }
3172 1238
3173 last = tmp->below; 1239 last = tmp->below;
3174 } 1240 }
3175 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3221 1287
3222 /* if we have an applied weapon/shield, and unapply it would free 1288 /* if we have an applied weapon/shield, and unapply it would free
3223 * enough slots to equip the new item, then just set "can 1289 * enough slots to equip the new item, then just set "can
3224 * apply unapply". We don't care about the logic below - if you have a 1290 * apply unapply". We don't care about the logic below - if you have a
3225 * shield equipped and try to equip another shield, there is only 1291 * shield equipped and try to equip another shield, there is only
3226 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
3227 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
3228 * may be two handed for example. 1294 * may be two handed for example.
3229 */ 1295 */
3230 if (ws) 1296 if (ws)
3231 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 1297 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3234 continue; 1300 continue;
3235 } 1301 }
3236 1302
3237 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3238 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
3247 }
3248 else 1306 else
3249 { 1307 {
3250 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
3251 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
3252 * to apply multiple objects 1310 * to apply multiple objects
3258 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
3260 1318
3261 /* This object isn't using up all the slots, so there must 1319 /* This object isn't using up all the slots, so there must
3262 * be another. If so, and it the new item doesn't need all 1320 * be another. If so, and it the new item doesn't need all
3263 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
3264 */ 1322 */
3265 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3266 && abs (op->slot[i].info) < who->slot[i].info) 1324 && abs (op->slot[i].info) < who->slot[i].info)
3267 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3268 1326
3281 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3282 * because you can't control those just by body location - bows, shields, 1340 * 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 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3284 * all use the same location. 1342 * all use the same location.
3285 */ 1343 */
3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3287 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3288 1346
3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3290 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3291 1349
3292 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3293 { 1351 {
3294 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3295 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3296 1354
3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3298 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3299 1357
3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3301 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3302 1360
3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3304 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3305 } 1363 }
3306 1364
3307 return retval; 1365 return retval;
3308} 1366}
3332 */ 1390 */
3333 1391
3334#define LACK_ITEM_POWER \ 1392#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336 1394
3337int 1395static bool
3338apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3339{ 1397{
3340 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3341 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3342
3343 if (who == NULL)
3344 {
3345 LOG (llevError, "apply_special() from object without environment.\n");
3346 return 1;
3347 }
3348
3349 if (op->env != who)
3350 return 1; /* op is not in inventory */
3351 1400
3352 /* trying to unequip op */ 1401 /* trying to unequip op */
3353 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3354 { 1403 {
3355 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3356 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3357 return 0; 1406 return 0;
3358 1407
3359 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3360 {
3361 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3362 return 1;
3363 }
3364
3365 return unapply_special (who, op, aflags); 1408 return unapply_special (who, op, aflags);
3366 } 1409 }
3367 else if (basic_flag == AP_UNAPPLY) 1410 else if (basic_flag == AP_UNAPPLY)
3368 return 0; 1411 return 0;
3369 1412
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); 1413 splay (op);
3380 1414
3381 /* Can't just apply this object. Lets see what not and what to do */ 1415 /* Can't just apply this object. Lets see what not and what to do */
3382 if (int i = can_apply_object (who, op)) 1416 if (int i = can_apply_object (who, op))
3383 { 1417 {
3384 if (i & CAN_APPLY_NEVER) 1418 if (i & CAN_APPLY_NEVER)
3385 { 1419 {
3386 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1420 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; 1421 return 1;
3388 } 1422 }
3389 else if (i & CAN_APPLY_RESTRICTION) 1423 else if (i & CAN_APPLY_RESTRICTION)
3390 { 1424 {
3391 who->failmsg (format ( 1425 who->failmsgf (
3392 "You have a prohibition against using a %s. " 1426 "You have a prohibition against using a %s. "
3393 "H<Your belief, profession or class prevents you from applying this item.>", 1427 "H<Your belief, profession or class prevents you from applying this item.>",
3394 query_name (op) 1428 query_name (op)
3395 )); 1429 );
3396 return 1; 1430 return 1;
3397 } 1431 }
3398 1432
3399 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3400 { 1434 {
3416 } 1450 }
3417 } 1451 }
3418 1452
3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420 { 1454 {
1455 // try to ready attached skill first
3421 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
3422 1457
3423 if (!skop) 1458 if (!skop)
3424 { 1459 {
3425 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3426 return 1; 1461 return 1;
3427 } 1462 }
3428 else 1463 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 */ 1464 {
3432 who->change_skill (skop); 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1466 return 1;
1467 }
3433 } 1468 }
3434 1469
3435 if (!check_item_power (who, op->item_power)) 1470 if (!check_item_power (who, op->item_power))
3436 { 1471 {
3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1472 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3438 return 1; 1473 return 1;
3439 } 1474 }
3440 1475
3441 /* Ok. We are now at the state where we can apply the new object. 1476 /* 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_... 1477 * Note that we don't have the checks for can_use_...
3443 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3444 */ 1479 */
1480
1481 // 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; 1482 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3446 1483
3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3448 return RESULT_INT (0); 1485 return RESULT_INT (0);
3449 1486
3450 switch (op->type) 1487 switch (op->type)
3451 { 1488 {
3452 case WEAPON: 1489 case WEAPON:
3453 //TODO: this obviously fails for players using a shorter prefix 1490 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 { 1491 {
3457 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* 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) */ 1493 /* (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.>"); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3460 1495 "H<Its name indicates that it belongs to somebody else.>");
3461 if (tmp) 1496 if (tmp) who->insert (tmp);
3462 insert_ob_in_ob (tmp, who);
3463
3464 return 1; 1497 return 1;
3465 } 1498 }
3466 1499
3467 if (!skop) 1500 op->flag [FLAG_APPLIED] = true;
1501
1502 if (player *pl = who->contr)
3468 { 1503 {
3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1504 who->statusmsg (format ("You wield %s.", query_name (op)));
3470 return 1; 1505 change_abil (who, op);
3471 } 1506 }
3472 1507
3473 SET_FLAG (op, FLAG_APPLIED); 1508 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; 1509 break;
3484 1510
3485 case ARMOUR: 1511 case ARMOUR:
3486 case HELMET: 1512 case HELMET:
3487 case SHIELD: 1513 case SHIELD:
3490 case GIRDLE: 1516 case GIRDLE:
3491 case BRACERS: 1517 case BRACERS:
3492 case CLOAK: 1518 case CLOAK:
3493 case RING: 1519 case RING:
3494 case AMULET: 1520 case AMULET:
3495 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3496 who->statusmsg (format ("You wear %s.", query_name (op))); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3497 change_abil (who, op); 1523 change_abil (who, op);
3498 break; 1524 break;
3499 1525
3500 case SKILL_TOOL: 1526 case SKILL_TOOL:
3501 // applying a skill tool also readies the skill 1527 // applying a skill tool does not ready the skill
3502 SET_FLAG (op, FLAG_APPLIED); 1528 // if something needs the skill, it has to ready it itself
3503 1529 //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]) 1530 op->set_flag (FLAG_APPLIED);
3508 apply_special (who, skop, AP_APPLY);
3509 }
3510 break; 1531 break;
3511 1532
3512 case SKILL: 1533 case SKILL:
3513 if (player *pl = who->contr) 1534 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) 1535 if (op->invisible)
3566 { 1536 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 1537 else
3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1538 who->statusmsg (format ("You ready %s.", query_name (op)));
3576 } 1539
3577 else 1540 who->set_flag (FLAG_READY_SKILL);
3578 { 1541 op->set_flag (FLAG_APPLIED);
3579 SET_FLAG (op, FLAG_APPLIED);
3580 change_abil (who, op); 1542 change_abil (who, op);
3581 who->chosen_skill = op;
3582 SET_FLAG (who, FLAG_READY_SKILL);
3583 }
3584
3585 break; 1543 break;
3586 1544
3587 case BOW: 1545 case BOW:
3588 if (op->level && !op->name.starts_with (who->name)) 1546 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3589 { 1547 {
3590 who->failmsg ("The weapon does not recognize you as its owner. " 1548 who->failmsg ("The weapon does not recognize you as its owner. "
3591 "H<Its name indicates that it belongs to somebody else.>"); 1549 "H<Its name indicates that it belongs to somebody else.>");
3592 if (tmp) 1550 if (tmp) who->insert (tmp);
3593 insert_ob_in_ob (tmp, who);
3594
3595 return 1; 1551 return 1;
3596 } 1552 }
1553
1554 if (player *pl = who->contr)
1555 {
1556 op->flag [FLAG_APPLIED] = true;
1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
1558 change_abil (who, op);
1559 }
1560 break;
1561
1562 case RANGED:
1563 if (player *pl = who->contr)
1564 {
1565 op->flag [FLAG_APPLIED] = true;
1566 who->statusmsg (format ("You applied the %s.", query_name (op)));
1567 }
1568 break;
1569
1570 case SPELL:
1571 if (player *pl = who->contr)
1572 {
1573 op->flag [FLAG_APPLIED] = true;
1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1575 }
1576 break;
3597 1577
3598 /*FALLTHROUGH*/ 1578 /*FALLTHROUGH*/
3599 case WAND: 1579 case WAND:
3600 case ROD: 1580 case ROD:
3601 case HORN: 1581 case HORN:
3602 /* check for skill, alter player status */ 1582 op->flag [FLAG_APPLIED] = true;
3603 1583
3604 if (!skop) 1584 if (player *pl = who->contr)
3605 { 1585 {
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))); 1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3618 1587
3619 if (op->type == BOW) 1588 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))); 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3624 } 1590
1591 change_abil (who, op);
3625 } 1592 }
3626 else 1593 else
3627 { 1594 {
3628 if (op->type == BOW) 1595 if (op->type == BOW)
3629 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3630 else 1597 else
3631 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3632 } 1599 }
3633 1600
3634 break; 1601 break;
3635 1602
3636 case BUILDER: 1603 case BUILDER:
3637 if (who->type == PLAYER) 1604 if (player *pl = who->contr)
3638 { 1605 {
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))); 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644 1607 //TODO: change_abil?
3645 who->contr->ranged_ob = op;
3646 } 1608 }
3647 break; 1609 break;
3648 1610
3649 default: 1611 default:
3650 who->statusmsg (format ("You apply %s.", query_name (op))); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3651 } 1613 }
3652 1614
3653 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3654 1616
3655 if (tmp)
3656 who->insert (tmp); 1617 if (tmp) who->insert (tmp);
3657 1618
3658 who->update_stats (); 1619 who->update_stats ();
3659 1620
3660 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3661 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3662 * you don't know anything about them. 1623 * you don't know anything about them.
3663 */ 1624 */
3664 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3665 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3666 1627
3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3668 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3669 { 1630 {
3670 who->failmsg ( 1631 who->failmsg (
3671 "Oops, it feels deadly cold! " 1632 "Oops, it feels deadly cold! "
3672 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3673 ); 1634 );
3674 SET_FLAG (op, FLAG_KNOWN_CURSED); 1635 op->set_flag (FLAG_KNOWN_CURSED);
3675 } 1636 }
3676 1637
3677 if (object *pl = op->visible_to ()) 1638 if (object *pl = op->visible_to ())
3678 esrv_send_item (pl, op); 1639 esrv_send_item (pl, op);
3679 1640
3680 return 0; 1641 return 0;
1642}
1643
1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
1648int
1649should_director_abort (object *op, object *victim)
1650{
1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
1683 return 1;
1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
1696/**
1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
1700 */
1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
1778 */
1779int
1780apply_potion (object *op, object *tmp)
1781{
1782 int got_one = 0, i;
1783 object *force = 0;
1784
1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
1791 }
1792
1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
1816 return 0;
1817 }
1818
1819 depl = present_arch_in_ob (at, op);
1820
1821 if (depl)
1822 {
1823 for (i = 0; i < NUM_STATS; i++)
1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
1826
1827 depl->destroy ();
1828 op->update_stats ();
1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
1832
1833 tmp->decrease ();
1834 return 1;
1835 }
1836
1837 /* improvement potion - only for players */
1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1839 {
1840 for (i = 1; i < min (11, op->level); i++)
1841 {
1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1843 {
1844 if (op->contr->levhp[i] != 1)
1845 {
1846 op->contr->levhp[i] = 1;
1847 break;
1848 }
1849
1850 if (op->contr->levsp[i] != 1)
1851 {
1852 op->contr->levsp[i] = 1;
1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
1860 }
1861 }
1862 else
1863 {
1864 if (op->contr->levhp[i] < 9)
1865 {
1866 op->contr->levhp[i] = 9;
1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
2101 */
2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2103 && trap->owner != victim)
2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 trap->update_anim_frame (trap->value);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (op->anim_frames () > 1)
3173 {
3174 op->set_anim_frame (0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342 }
3343 else if (!who->contr && apply_types_player_only [op->type])
3344 return 0; // monsters shouldn't try to apply player-only stuff
3345 else if (apply_types [op->type])
3346 {
3347 // ordinary stuff, may be on the floor
3348 switch (op->type)
3349 {
3350 case T_HANDLE:
3351 who->play_sound (sound_find ("turn_handle"));
3352 who->statusmsg ("You turn the handle.");
3353 op->value = op->value ? 0 : 1;
3354 op->update_anim_frame (op->value);
3355 push_button (op, who);
3356 break;
3357
3358 case TRIGGER:
3359 if (check_trigger (op, who, who))
3360 {
3361 who->statusmsg ("You turn the handle.");
3362 who->play_sound (sound_find ("turn_handle"));
3363 }
3364 else
3365 who->failmsg ("The handle doesn't move.");
3366
3367 break;
3368
3369 case EXIT:
3370 if (!EXIT_PATH (op))
3371 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3372 else
3373 {
3374 /* Don't display messages for random maps. */
3375 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3376 who->statusmsg (op->msg, NDI_NAVY);
3377
3378 who->enter_exit (op);
3379 }
3380
3381 break;
3382
3383 case INSCRIBABLE:
3384 who->statusmsg (op->msg);
3385 // maybe show a spell menu to chose from or something like that
3386 break;
3387
3388 case SIGN:
3389 apply_sign (who, op, 0);
3390 break;
3391
3392 case BOOK:
3393 apply_book (who, op);
3394 break;
3395
3396 case SKILLSCROLL:
3397 apply_skillscroll (who, op);
3398 break;
3399
3400 case SPELLBOOK:
3401 apply_spellbook (who, op);
3402 break;
3403
3404 case SCROLL:
3405 apply_scroll (who, op, 0);
3406 break;
3407
3408 case POTION:
3409 apply_potion (who, op);
3410 break;
3411
3412 /* Eneq(@csd.uu.se): Handle apply on containers. */
3413 //TODO: remove, as it is unsed?
3414 case CLOSE_CON:
3415 apply_container (who, op->env);
3416 break;
3417
3418 case CONTAINER:
3419 apply_container (who, op);
3420 break;
3421
3422 case TREASURE:
3423 apply_treasure (who, op);
3424 break;
3425
3426 case LAMP:
3427 case TORCH:
3428 player_apply_lamp (who, op);
3429 break;
3430
3431 case DRINK:
3432 case FOOD:
3433 case FLESH:
3434 apply_food (who, op);
3435 break;
3436
3437 case POISON:
3438 apply_poison (who, op);
3439 break;
3440
3441 case SAVEBED:
3442 break;
3443
3444 case ARMOUR_IMPROVER:
3445 apply_armour_improver (who, op);
3446 break;
3447
3448 case WEAPON_IMPROVER:
3449 check_improve_weapon (who, op);
3450 break;
3451
3452 case CLOCK:
3453 {
3454 timeofday_t tod;
3455
3456 get_tod (&tod);
3457 who->play_sound (sound_find ("sound_clock"));
3458 who->statusmsg (format (
3459 "It is %d minute%s past %d o'clock %s",
3460 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3461 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3462 ));
3463 }
3464 break;
3465
3466 case MENU:
3467 shop_listing (op, who);
3468 break;
3469
3470 case POWER_CRYSTAL:
3471 apply_power_crystal (who, op); /* see egoitem.c */
3472 break;
3473
3474 case LIGHTER: /* for lighting torches/lanterns/etc */
3475 apply_lighter (who, op);
3476 break;
3477
3478 case ITEM_TRANSFORMER:
3479 apply_item_transformer (who, op);
3480 break;
3481 }
3482
3483 return 1;
3484 }
3485 else
3486 {
3487 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3488 return 0;
3489 }
3490}
3491
3492/**
3493 * player_apply_below attempts to apply the object 'below' the player.
3494 * If the player has an open container, we use that for below, otherwise
3495 * we use the ground.
3496 */
3497void
3498player_apply_below (object *pl)
3499{
3500 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3501
3502 /* If using a container, set the starting item to be the top
3503 * item in the container. Otherwise, use the map.
3504 */
3505
3506 // first try to apply "applyables"
3507 for (object *tmp = top; tmp; tmp = tmp->below)
3508 if (!tmp->invisible && apply_types [tmp->type])
3509 {
3510 // If it is visible, player can apply it.
3511 pl->apply (tmp);
3512 return;
3513 }
3514
3515 while (top && top->invisible)
3516 top = top->below;
3517
3518 if (!top || top->flag [FLAG_IS_FLOOR])
3519 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3520 "H<There is nothing here that you can apply.>");
3521 else
3522 // next, try to explain the topmost object
3523 switch (top->type)
3524 {
3525 // TODO: all this should move to examine
3526 case ALTAR:
3527 case IDENTIFY_ALTAR:
3528 case TRIGGER_ALTAR:
3529 case CONVERTER:
3530 //case TRIGGER_PEDESTAL:
3531 pl->failmsgf (
3532 "You see no obvious mechanism on the %s."
3533 "H<You have to drop one or more specific items here.>",
3534 query_short_name (top)
3535 );
3536 break;
3537
3538 case BUTTON:
3539 case TRIGGER_BUTTON:
3540 pl->failmsgf (
3541 "The %s looks as if you could activate it with somehting heavy. "
3542 "H<You must put enough items here to activate it.>",
3543 query_short_name (top)
3544 );
3545 break;
3546
3547 default:
3548 examine (pl, top);
3549 break;
3550 }
3551}
3552
3553// saner interface, returns successful status
3554bool
3555object::apply (object *ob, int aflags)
3556{
3557 if (!ob) // simplifies a lot of callers
3558 return true;
3559
3560 ob = ob->head_ ();
3561
3562 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3563 {
3564 if (contr)
3565 {
3566 examine (this, ob);
3567 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3568 return 1;
3569 }
3570 else
3571 return 0; /* monsters just skip unpaid items */
3572 }
3573
3574 if (contr)
3575 {
3576 if (!ob->env && (move_type & MOVE_FLYING))
3577 {
3578 /* player is flying and applying object not in inventory */
3579 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3580 {
3581 failmsg ("But you are floating high above the ground! "
3582 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3583 "or waiting till the levitation effect wears off.>");
3584 return 0;
3585 }
3586 }
3587
3588 contr->last_used = ob;
3589 }
3590
3591 bool want_apply =
3592 aflags & AP_APPLY ? true
3593 : aflags & AP_UNAPPLY ? false
3594 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3595
3596 // cannot unapply cursed items
3597 if (!want_apply
3598 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3599 && ob->flag [FLAG_APPLIED]
3600 && !(aflags & AP_IGNORE_CURSE))
3601 {
3602 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3603 return 0;
3604 }
3605
3606 object_ptr *slot = 0;
3607
3608 // detect the slot, if this is a player
3609 if (contr && !(aflags & AP_NO_SLOT))
3610 {
3611 object *oslot;
3612
3613 switch (ob->type)
3614 {
3615 case WEAPON:
3616 slot = &contr->combat_ob;
3617 oslot = contr->ranged_ob;
3618 break;
3619
3620 case RANGED:
3621 case BOW:
3622 case SPELL:
3623 case WAND:
3624 case ROD:
3625 case HORN:
3626 case BUILDER:
3627 slot = &contr->ranged_ob;
3628 oslot = contr->combat_ob;
3629 break;
3630
3631 // oh, the humanity
3632 case SKILL:
3633 // skill is used on it's own, as opposed to being a chosen_skill
3634
3635 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3636 {
3637 failmsgf (
3638 "You feel as if you wanted to do something funny, but you can't remember what. "
3639 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3640 "It cannot be used on its own.>",
3641 &ob->skill
3642 );
3643 return 1;
3644 }
3645
3646 if (skill_flags [ob->subtype] & SF_AUTARK
3647 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3648 {
3649 if (skill_flags [ob->subtype] & SF_USE)
3650 failmsgf (
3651 "You feel as if you wanted to do something funny, but you can't remember what. "
3652 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3653 &ob->skill, &ob->skill
3654 );
3655 else
3656 failmsgf (
3657 "You feel as if you wanted to do something funny, but you can't remember what. "
3658 "H<The %s skill cannot be readied or used, it is always active.>",
3659 &ob->skill
3660 );
3661
3662 return 1;
3663 }
3664
3665 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3666 break;
3667
3668 if (skill_flags [ob->subtype] & SF_COMBAT)
3669 {
3670 slot = &contr->combat_ob;
3671 oslot = contr->ranged_ob;
3672 }
3673 else if (skill_flags [ob->subtype] & SF_RANGED)
3674 {
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 }
3678
3679 break;
3680 }
3681
3682 // now handle slot exclusions
3683 if (slot)
3684 {
3685 // only one slot can be active
3686 if (want_apply)
3687 {
3688 // clear slot unless we are in it already
3689 if (*slot != ob)
3690 if (!apply (*slot, AP_UNAPPLY))
3691 return false;
3692
3693 // unapply other slot, because we want to become active
3694 if (!apply (oslot, AP_UNAPPLY))
3695 return false;
3696 }
3697
3698 // clear item from slot if applied
3699 if (!want_apply && current_weapon == ob)
3700 current_weapon = 0;
3701 }
3702 }
3703
3704 if (ob->flag [FLAG_APPLIED] != want_apply)
3705 manual_apply (this, ob, aflags);
3706
3707 if (ob->flag [FLAG_APPLIED] != want_apply)
3708 return false;
3709
3710 if (slot && want_apply)
3711 current_weapon = *slot = ob;
3712
3713 return true;
3681} 3714}
3682 3715
3683/** 3716/**
3684 * Map was just loaded, handle op's initialisation. 3717 * Map was just loaded, handle op's initialisation.
3685 * 3718 *
3686 * Generates shop floor's item, and treasures. 3719 * Generates shop floor's item, and treasures.
3687 */ 3720 */
3688int 3721int
3689auto_apply (object *op) 3722auto_apply (object *op)
3690{ 3723{
3691 object *tmp = NULL, *tmp2; 3724 object *tmp = NULL;
3692 int i; 3725 int i;
3693 3726
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3727 op->clr_flag (FLAG_AUTO_APPLY);
3695 3728
3696 switch (op->type) 3729 switch (op->type)
3697 { 3730 {
3698 case SHOP_FLOOR: 3731 case SHOP_FLOOR:
3699 if (!op->has_random_items ()) 3732 if (!op->has_random_items ())
3709 == NULL && --i); 3742 == NULL && --i);
3710 3743
3711 if (tmp == NULL) 3744 if (tmp == NULL)
3712 return 0; 3745 return 0;
3713 3746
3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3715 { 3748 {
3716 tmp->destroy (); 3749 tmp->destroy ();
3717 tmp = NULL; 3750 tmp = NULL;
3718 } 3751 }
3719 } 3752 }
3720 while (!tmp); 3753 while (!tmp);
3721 3754
3722 tmp->x = op->x; 3755 tmp->x = op->x;
3723 tmp->y = op->y; 3756 tmp->y = op->y;
3724 SET_FLAG (tmp, FLAG_UNPAID); 3757 tmp->set_flag (FLAG_UNPAID);
3725 insert_ob_in_map (tmp, op->map, NULL, 0); 3758 insert_ob_in_map (tmp, op->map, NULL, 0);
3726 identify (tmp); 3759 identify (tmp);
3727 break; 3760 break;
3728 3761
3729 case TREASURE: 3762 case TREASURE:
3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3763 if (op->flag [FLAG_IS_A_TEMPLATE])
3731 return 0; 3764 return 0;
3732 3765
3733 while (op->stats.hp-- > 0) 3766 while (op->stats.hp-- > 0)
3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3767 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); 3768 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3773 3806
3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3807 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3775 { 3808 {
3776 invnext = invtmp->below; 3809 invnext = invtmp->below;
3777 3810
3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3811 if (invtmp->flag [FLAG_AUTO_APPLY])
3779 auto_apply (invtmp); 3812 auto_apply (invtmp);
3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3813 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3781 { 3814 {
3782 while (invtmp->stats.hp-- > 0) 3815 while (invtmp->stats.hp-- > 0)
3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3816 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3784 3817
3785 invtmp->randomitems = NULL; 3818 invtmp->randomitems = NULL;
3786 } 3819 }
3787 else if (invtmp && invtmp->arch 3820 else if (invtmp->arch
3788 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3821 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3822 && invtmp->has_random_items ())
3789 { 3823 {
3790 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3791 /* Need to clear this so that we never try to create 3825 /* Need to clear this so that we never try to create
3792 * treasure again for this object 3826 * treasure again for this object
3793 */ 3827 */
3794 invtmp->randomitems = NULL; 3828 invtmp->randomitems = NULL;
3795 } 3829 }
3796 } 3830 }
3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3842 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) 3843 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3810 tmp->randomitems = NULL; 3844 tmp->randomitems = NULL;
3811 } 3845 }
3812 3846
3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3847 if (tmp->flag [FLAG_AUTO_APPLY])
3814 auto_apply (tmp); 3848 auto_apply (tmp);
3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3849 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3816 { 3850 {
3817 while ((tmp->stats.hp--) > 0) 3851 while ((tmp->stats.hp--) > 0)
3818 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3852 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3820 } 3854 }
3821 else if (tmp->type == TIMED_GATE) 3855 else if (tmp->type == TIMED_GATE)
3822 { 3856 {
3823 object *head = tmp->head != NULL ? tmp->head : tmp; 3857 object *head = tmp->head != NULL ? tmp->head : tmp;
3824 3858
3825 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3859 if (head->flag [FLAG_IS_LINKED])
3826 tmp->set_speed (0); 3860 tmp->set_speed (0);
3827 } 3861 }
3828 /* This function can be called everytime a map is loaded, even when 3862 /* 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 3863 * 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 3864 * over and ove again, so after we generate the treasure, blank out
3919 } 3953 }
3920 3954
3921 /* check for hp, sp change */ 3955 /* check for hp, sp change */
3922 if (food->stats.hp != 0) 3956 if (food->stats.hp != 0)
3923 { 3957 {
3924 if (QUERY_FLAG (food, FLAG_CURSED)) 3958 if (food->flag [FLAG_CURSED])
3925 { 3959 {
3926 who->contr->killer = food; 3960 who->contr->killer = food;
3927 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3961 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3928 who->failmsg ("Eck!...that was poisonous!"); 3962 who->failmsg ("Eck!...that was poisonous!");
3929 } 3963 }
3938 } 3972 }
3939 } 3973 }
3940 3974
3941 if (food->stats.sp != 0) 3975 if (food->stats.sp != 0)
3942 { 3976 {
3943 if (QUERY_FLAG (food, FLAG_CURSED)) 3977 if (food->flag [FLAG_CURSED])
3944 { 3978 {
3945 who->failmsg ("You are drained of mana!"); 3979 who->failmsg ("You are drained of mana!");
3946 who->stats.sp -= food->stats.sp; 3980 who->stats.sp -= food->stats.sp;
3947 if (who->stats.sp < 0) 3981 if (who->stats.sp < 0)
3948 who->stats.sp = 0; 3982 who->stats.sp = 0;
4031 pl->animation_id = change->animation_id; 4065 pl->animation_id = change->animation_id;
4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4066 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4033 } 4067 }
4034 4068
4035 /* check the special case of can't use weapons */ 4069 /* check the special case of can't use weapons */
4036 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4070 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4037 if (change->name == shstr_monk) 4071 if (change->name == shstr_monk)
4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4072 pl->clr_flag (FLAG_USE_WEAPON);
4039 4073
4040 break; 4074 break;
4041 } 4075 }
4042 } 4076 }
4043} 4077}

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