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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.240 by root, Mon Apr 5 20:33:13 2010 UTC vs.
Revision 1.250 by root, Tue Apr 6 23:36:49 2010 UTC

30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/** 35// these must be in the inventory before they can be applied
36 * Check if op should abort moving victim because of it's race or slaying.
37 * Returns 1 if it should abort, returns 0 if it should continue.
38 */
39int
40should_director_abort (object *op, object *victim)
41{
42 int arch_flag, name_flag, race_flag;
43 36
44 /* Get flags to determine what of arch, name, and race should be checked. 37static const struct apply_types_inv_only : typeset
45 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 38{
46 * the next is the name flag, and the last is the race flag. Also note, 39 apply_types_inv_only ()
47 * if subtype is set to zero, that also goes to defaults of all affecting
48 * it. Examples:
49 * subtype 1: only arch
50 * subtype 3: arch or name
51 * subtype 5: arch or race
52 * subtype 7: all three
53 */
54 if (op->subtype)
55 { 40 {
56 arch_flag = op->subtype & 1; 41 set (WEAPON);
57 name_flag = op->subtype & 2; 42 set (ARMOUR);
58 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
59 } 61 }
60 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
61 { 69 {
62 arch_flag = 1; 70 set (EXIT);
63 name_flag = 1; 71 set (BOOK);
64 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
65 } 84 }
85} apply_types_player_only;
66 86
67 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
68 * name or race that matches. 88// be applied at all. used by e.g. apply below.
69 */
70 if ((op->race) &&
71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
73 ((!(victim->race && race_flag) || op->race != victim->race)))
74 return 1;
75 89
76 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
77 * of arch, name, or race match.
78 */
79 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
80 ((victim->name && name_flag && op->slaying == victim->name)) ||
81 ((victim->race && race_flag && op->slaying == victim->race)))
82 return 1;
83
84 return 0;
85}
86
87/**
88 * This handles a player dropping money on an altar to identify stuff.
89 * It'll identify marked item, if none all items up to dropped money.
90 * Return value: 1 if money was destroyed, 0 if not.
91 */
92static int
93apply_id_altar (object *money, object *altar, object *pl)
94{ 91{
95 dynbuf_text &buf = msg_dynbuf; buf.clear (); 92 apply_types ()
96 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
97 if (!pl || pl->type != PLAYER)
98 return 0;
99
100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
101 * identifying' from being printed out more than it needs to be.
102 */
103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
104 return 0;
105
106 /* if the player has a marked item, identify that if it needs to be
107 * identified. If it doesn't, then go through the player inventory.
108 */
109 if (object *marked = find_marked_object (pl))
110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
111 {
112 if (operate_altar (altar, &money, pl))
113 {
114 identify (marked);
115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
117 if (marked->msg)
118 buf << "The item has a story:\r" << marked->msg << "\n\n";
119
120 return !money;
121 }
122 }
123
124 for (object *id = pl->inv; id; id = id->below)
125 { 94 {
126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
127 { 96 set (TRIGGER);
128 if (operate_altar (altar, &money, pl)) 97 set (SCROLL);
129 { 98 set (POTION);
130 identify (id); 99 set (CLOSE_CON);
131 100 set (CONTAINER);
132 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
133 if (id->msg) 102 set (TORCH);
134 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
135 104 set (FOOD);
136 /* If no more money, might as well quit now */ 105 set (FLESH);
137 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
138 break; 107 set (POWER_CRYSTAL);
139 } 108 set (ITEM_TRANSFORMER);
140 else
141 {
142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
143 break;
144 }
145 }
146 } 109 }
147 110} apply_types;
148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
153 return !money;
154}
155
156/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item.
159 **/
160void
161handle_apply_yield (object *tmp)
162{
163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
165}
166
167/**
168 * Handles applying a potion.
169 */
170int
171apply_potion (object *op, object *tmp)
172{
173 int got_one = 0, i;
174 object *force = 0;
175
176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
177
178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
179 {
180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
182 CLEAR_FLAG (tmp, FLAG_APPLIED);
183 return 0;
184 }
185
186 if (op->type == PLAYER)
187 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
188 identify (tmp);
189
190 handle_apply_yield (tmp);
191
192 /* Potion of restoration - only for players */
193 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
194 {
195 object *depl;
196 archetype *at;
197
198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
199 {
200 op->drain_stat ();
201 op->update_stats ();
202 tmp->decrease ();
203 return 1;
204 }
205
206 if (!(at = archetype::find (shstr_depletion)))
207 {
208 LOG (llevError, "Could not find archetype depletion\n");
209 return 0;
210 }
211
212 depl = present_arch_in_ob (at, op);
213
214 if (depl)
215 {
216 for (i = 0; i < NUM_STATS; i++)
217 if (depl->stats.stat (i))
218 op->statusmsg (restore_msg[i]);
219
220 depl->destroy ();
221 op->update_stats ();
222 }
223 else
224 op->statusmsg ("Your potion had no effect.");
225
226 tmp->decrease ();
227 return 1;
228 }
229
230 /* improvement potion - only for players */
231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
232 {
233 for (i = 1; i < min (11, op->level); i++)
234 {
235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
236 {
237 if (op->contr->levhp[i] != 1)
238 {
239 op->contr->levhp[i] = 1;
240 break;
241 }
242
243 if (op->contr->levsp[i] != 1)
244 {
245 op->contr->levsp[i] = 1;
246 break;
247 }
248
249 if (op->contr->levgrace[i] != 1)
250 {
251 op->contr->levgrace[i] = 1;
252 break;
253 }
254 }
255 else
256 {
257 if (op->contr->levhp[i] < 9)
258 {
259 op->contr->levhp[i] = 9;
260 break;
261 }
262
263 if (op->contr->levsp[i] < 6)
264 {
265 op->contr->levsp[i] = 6;
266 break;
267 }
268
269 if (op->contr->levgrace[i] < 3)
270 {
271 op->contr->levgrace[i] = 3;
272 break;
273 }
274 }
275 }
276
277 /* Just makes checking easier */
278 if (i < min (11, op->level))
279 got_one = 1;
280
281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
282 {
283 if (got_one)
284 {
285 op->update_stats ();
286 op->statusmsg ("The Gods smile upon you and remake you "
287 "a little more in their image. "
288 "You feel a little more perfect.", NDI_GREEN);
289 }
290 else
291 op->statusmsg ("The potion had no effect - you are already perfect.");
292 }
293 else
294 { /* cursed potion */
295 if (got_one)
296 {
297 op->update_stats ();
298 op->failmsg ("The Gods are angry and punish you.");
299 }
300 else
301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
302 }
303
304 tmp->decrease ();
305 return 1;
306 }
307
308
309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
310 * and heroism all fit into this category. Given the spell object code,
311 * there is no limit to the number of spells that potions can be cast,
312 * but direction is problematic to try and imbue fireball potions for example.
313 */
314 if (tmp->inv)
315 {
316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
317 {
318 op->failmsg ("Yech! Your lungs are on fire!");
319 create_exploding_ball_at (op, op->level);
320 }
321 else
322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
323
324 tmp->decrease ();
325
326 /* if youre dead, no point in doing this... */
327 if (!QUERY_FLAG (op, FLAG_REMOVED))
328 op->update_stats ();
329
330 return 1;
331 }
332
333 /* Deal with protection potions */
334 force = NULL;
335 for (i = 0; i < NROFATTACKS; i++)
336 {
337 if (tmp->resist[i])
338 {
339 if (!force)
340 force = get_archetype (FORCE_NAME);
341
342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
343 force->type = POTION_EFFECT;
344 break; /* Only need to find one protection since we copy entire batch */
345 }
346 }
347
348 /* This is a protection potion */
349 if (force)
350 {
351 /* cursed items last longer */
352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
353 {
354 force->stats.food *= 10;
355 for (i = 0; i < NROFATTACKS; i++)
356 if (force->resist[i] > 0)
357 force->resist[i] = -force->resist[i]; /* prot => vuln */
358 }
359
360 force->speed_left = -1;
361 force = insert_ob_in_ob (force, op);
362 CLEAR_FLAG (tmp, FLAG_APPLIED);
363 SET_FLAG (force, FLAG_APPLIED);
364 change_abil (op, force);
365 tmp->decrease ();
366 return 1;
367 }
368
369 /* Only thing left are the stat potions */
370 if (op->type == PLAYER)
371 { /* only for players */
372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
375 CLEAR_FLAG (tmp, FLAG_APPLIED);
376 else
377 SET_FLAG (tmp, FLAG_APPLIED);
378
379 if (!change_abil (op, tmp))
380 op->statusmsg ("Nothing happened.");
381 }
382
383 /* CLEAR_FLAG is so that if the character has other potions
384 * that were grouped with the one consumed, his
385 * stat will not be raised by them. fix_player just clears
386 * up all the stats.
387 */
388 CLEAR_FLAG (tmp, FLAG_APPLIED);
389 op->update_stats ();
390 tmp->decrease ();
391 return 1;
392}
393 111
394/**************************************************************************** 112/****************************************************************************
395 * Weapon improvement code follows 113 * Weapon improvement code follows
396 ****************************************************************************/ 114 ****************************************************************************/
397 115
1301 EXIT_Y (trap) + freearr_y[dir], 1019 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim); 1020 0, victim);
1303} 1021}
1304 1022
1305/** 1023/**
1306 * 'victim' moves onto 'trap'
1307 * 'victim' leaves 'trap'
1308 * effect is determined by move_on/move_off of trap and move_type of victime.
1309 *
1310 * originator: Player, monster or other object that caused 'victim' to move
1311 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1312 * However, some types of traps require an originator to function.
1313 */
1314void
1315move_apply (object *trap, object *victim, object *originator)
1316{
1317 static int recursion_depth = 0;
1318
1319 /* Only exits affect DMs. */
1320 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1321 return;
1322
1323 /* move_apply() is the most likely candidate for causing unwanted and
1324 * possibly unlimited recursion.
1325 */
1326 /* The following was changed because it was causing perfectly correct
1327 * maps to fail. 1) it's not an error to recurse:
1328 * rune detonates, summoning monster. monster lands on nearby rune.
1329 * nearby rune detonates. This sort of recursion is expected and
1330 * proper. This code was causing needless crashes.
1331 */
1332 if (recursion_depth >= 500)
1333 {
1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1335 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1336 return;
1337 }
1338
1339 recursion_depth++;
1340 if (trap->head)
1341 trap = trap->head;
1342
1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1344 switch (trap->type)
1345 {
1346 case PLAYERMOVER:
1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1420 if (!trap->value)
1421 {
1422 int tot;
1423
1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1439 */
1440 ab_next = ab->above;
1441
1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1443 {
1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1453 }
1454 break;
1455 }
1456
1457 case CONVERTER:
1458 if (convert_item (victim, trap) < 0)
1459 {
1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1462 }
1463
1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1486 {
1487 /* Basically, don't show exits leading to random maps the
1488 * players output.
1489 */
1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1492
1493 trap->play_sound (trap->sound);
1494 victim->enter_exit (trap);
1495 }
1496 break;
1497
1498 case ENCOUNTER:
1499 /* may be some leftovers on this */
1500 break;
1501
1502 case SHOP_MAT:
1503 apply_shop_mat (trap, victim);
1504 break;
1505
1506 /* Drop a certain amount of gold, and have one item identified */
1507 case IDENTIFY_ALTAR:
1508 apply_id_altar (victim, trap, originator);
1509 break;
1510
1511 case SIGN:
1512 if (victim->type != PLAYER && trap->stats.food > 0)
1513 break; /* monsters musn't apply magic_mouths with counters */
1514
1515 apply_sign (victim, trap, 1);
1516 break;
1517
1518 case CONTAINER:
1519 apply_container (victim, trap);
1520 break;
1521
1522 case RUNE:
1523 case TRAP:
1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1525 spring_trap (trap, victim);
1526 break;
1527
1528 default:
1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1531 break;
1532 }
1533
1534 recursion_depth--;
1535}
1536
1537/**
1538 * Handles reading a regular (ie not containing a spell) book.
1539 */
1540static void
1541apply_book (object *op, object *tmp)
1542{
1543 int lev_diff;
1544 object *skill_ob;
1545
1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1547 {
1548 op->failmsg ("You are unable to read while blind!");
1549 return;
1550 }
1551
1552 if (!tmp->msg)
1553 {
1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1555 return;
1556 }
1557
1558 /* need a literacy skill to read stuff! */
1559 skill_ob = find_skill_by_name (op, tmp->skill);
1560 if (!skill_ob)
1561 {
1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1563 return;
1564 }
1565
1566 lev_diff = tmp->level - (skill_ob->level + 5);
1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1568 {
1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1574 : "This book is totally beyond your comprehension.");
1575 return;
1576 }
1577
1578 // we currently don't use the message types for anything.
1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582
1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586
1587 /* gain xp from reading */
1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589 { /* only if not read before */
1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1594 /*exp_gain *= 2; because they just identified it too */
1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1596
1597 if (object *pl = tmp->visible_to ())
1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 }
1600
1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1661 * op is the person learning the skill, tmp is the skill scroll object
1662 */
1663static void
1664apply_skillscroll (object *op, object *tmp)
1665{
1666 switch (learn_skill (op, tmp))
1667 {
1668 case 0:
1669 op->play_sound (sound_find ("generic_fail"));
1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break;
1672
1673 case 1:
1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1678
1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 break;
1684 }
1685}
1686
1687/**
1688 * Actually makes op learn spell.
1689 * Informs player of what happens.
1690 */
1691void
1692do_learn_spell (object *op, object *spell, int special_prayer)
1693{
1694 object *tmp;
1695
1696 if (op->type != PLAYER)
1697 {
1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699 return;
1700 }
1701
1702 /* Upgrade special prayers to normal prayers */
1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1707 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708 return;
1709 }
1710 return;
1711 }
1712
1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1715 tmp = spell->clone ();
1716 insert_ob_in_ob (tmp, op);
1717
1718 if (special_prayer)
1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720
1721 esrv_add_spells (op->contr, tmp);
1722}
1723
1724/**
1725 * Erases spell from player's inventory.
1726 */
1727void
1728do_forget_spell (object *op, const char *spell)
1729{
1730 object *spob;
1731
1732 if (op->type != PLAYER)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735 return;
1736 }
1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740 return;
1741 }
1742
1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 esrv_remove_spell (op->contr, spob);
1745 spob->destroy ();
1746}
1747
1748/**
1749 * Handles player applying a spellbook.
1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751 * stuff like that. Random learning failure too.
1752 */
1753static void
1754apply_spellbook (object *op, object *tmp)
1755{
1756 object *skop, *spell, *spell_skill;
1757
1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1763
1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1765 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks
1767 */
1768 if (tmp->slaying)
1769 {
1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1772 if (!spell)
1773 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return;
1776 }
1777 else
1778 insert_ob_in_ob (spell, tmp);
1779
1780 tmp->slaying = 0;
1781 }
1782
1783 skop = find_skill_by_name (op, tmp->skill);
1784
1785 /* need a literacy skill to learn spells. Also, having a literacy level
1786 * lower than the spell will make learning the spell more difficult */
1787 if (!skop)
1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 return;
1791 }
1792
1793 spell = tmp->inv;
1794
1795 if (!spell)
1796 {
1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 return;
1800 }
1801
1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1804 {
1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1807 return;
1808 }
1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
1811
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1813 identify (tmp);
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
1877}
1878
1879/**
1880 * Handles applying a spell scroll.
1881 */
1882void
1883apply_scroll (object *op, object *tmp, int dir)
1884{
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 tmp->decrease ();
1926}
1927
1928/**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933static void
1934apply_treasure (object *op, object *tmp)
1935{
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 tmp->decrease (true);
1974}
1975
1976/**
1977 * A dragon is eating some flesh. If the flesh contains resistances,
1978 * there is a chance for the dragon's skin to get improved.
1979 *
1980 * attributes:
1981 * object *op the object (dragon player) eating the flesh
1982 * object *meal the flesh item, getting chewed in dragon's mouth
1983 * return:
1984 * int 1 if eating successful, 0 if it doesn't work
1985 */
1986static int
1987dragon_eat_flesh (object *op, object *meal)
1988{
1989 object *skin = NULL; /* pointer to dragon skin force */
1990 object *abil = NULL; /* pointer to dragon ability force */
1991 object *tmp = NULL; /* tmp. object */
1992
1993 double chance; /* improvement-chance of one resistance type */
1994 double totalchance = 1; /* total chance of gaining one resistance */
1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1996 double mbonus = 0; /* monster bonus */
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */
1999 int i; /* index */
2000
2001 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !op->is_dragon ())
2003 return 0;
2004
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 if (tmp->type == FORCE)
2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2010 skin = tmp;
2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2012 abil = tmp;
2013
2014 /* if either skin or ability are missing, this is an old player
2015 which is not to be considered a dragon -> bail out */
2016 if (skin == NULL || abil == NULL)
2017 return 0;
2018
2019 /* now start by filling stomache and health, according to food-value */
2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2022 else
2023 op->stats.hp += meal->stats.food / 50;
2024
2025 min_it (op->stats.hp, op->stats.maxhp);
2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2027
2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2029
2030 /* on to the interesting part: chances for adding resistance */
2031 for (i = 0; i < NROFATTACKS; i++)
2032 {
2033 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2034 {
2035 /* got positive resistance, now calculate improvement chance (0-100) */
2036
2037 /* this bonus makes resistance increase easier at lower levels */
2038 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2039 if (i == abil->stats.exp)
2040 bonus += 5; /* additional bonus for resistance of ability-focus */
2041
2042 /* monster bonus increases with level, because high-level
2043 flesh is too rare */
2044 mbonus = op->level * 20. / ((double) settings.max_level);
2045
2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2047 ((double)settings.max_level)) - skin->resist[i];
2048
2049 if (chance >= 0.)
2050 chance += 1.;
2051 else
2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2053
2054 /* chance is proportional to amount of resistance (max. 50) */
2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2056
2057 /* doubled chance for resistance of ability-focus */
2058 if (i == abil->stats.exp)
2059 chance = min (100., chance * 2.);
2060
2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2062 if (rndm (10000) < (unsigned int)(chance * 100))
2063 {
2064 atnr_winner[winners] = i;
2065 winners++;
2066 }
2067
2068 if (chance >= 0.01)
2069 totalchance *= 1 - chance / 100;
2070
2071 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2072 }
2073 }
2074
2075 /* inverse totalchance as until now we have the failure-chance */
2076 totalchance = 100 - totalchance * 100;
2077
2078 /* print message according to totalchance */
2079 const char *buf;
2080 if (totalchance > 50.)
2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2082 else if (totalchance > 10.)
2083 buf = format ("The %s tasted very good.", &meal->name);
2084 else if (totalchance > 1.)
2085 buf = format ("The %s tasted good.", &meal->name);
2086 else if (totalchance > 0.1)
2087 buf = format ("The %s tasted bland.", &meal->name);
2088 else if (totalchance >= 0.01)
2089 buf = format ("The %s had a boring taste.", &meal->name);
2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2091 buf = format ("The %s tasted strange.", &meal->name);
2092 else
2093 buf = format ("The %s had no taste.", &meal->name);
2094
2095 op->statusmsg (buf);
2096
2097 /* now choose a winner if we have any */
2098 i = -1;
2099 if (winners > 0)
2100 i = atnr_winner [rndm (winners)];
2101
2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2103 {
2104 /* resistance increased! */
2105 skin->resist[i]++;
2106 op->update_stats ();
2107
2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2109 }
2110
2111 /* if this flesh contains a new ability focus, we mark it
2112 into the ability_force and it will take effect on next level */
2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2114 {
2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2116
2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2121 change_resist_msg[meal->last_eat],
2122 abil->level + 1
2123 ));
2124 else
2125 {
2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2127 abil->last_eat = 0;
2128 }
2129 }
2130
2131 return 1;
2132}
2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2206}
2207
2208/**
2209 * Handles applying an improve armor scroll.
2210 * Does some sanity checks, then calls improve_armour.
2211 */
2212static void
2213apply_armour_improver (object *op, object *tmp)
2214{
2215 object *armor;
2216
2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 {
2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 return;
2221 }
2222
2223 armor = find_marked_object (op);
2224
2225 if (!armor)
2226 {
2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2228 return;
2229 }
2230
2231 if (armor->type != ARMOUR
2232 && armor->type != CLOAK
2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 {
2235 op->failmsg ("Your marked item is not armour!\n");
2236 return;
2237 }
2238
2239 op->statusmsg ("Applying armour enchantment.");
2240 improve_armour (op, tmp, armor);
2241}
2242
2243void
2244apply_poison (object *op, object *tmp)
2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2251 if (op->type == PLAYER)
2252 {
2253 op->contr->play_sound (sound_find ("drink_poison"));
2254 op->failmsg ("Yech! That tasted poisonous!");
2255 op->contr->killer = poison;
2256 }
2257
2258 if (poison->stats.hp > 0)
2259 {
2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2262 }
2263
2264 op->stats.food -= op->stats.food / 4;
2265 poison->destroy ();
2266}
2267
2268/**
2269 * This function will try to apply a lighter and in case no lighter
2270 * is specified it will try to find a lighter in the players inventory,
2271 * and inform him about this requirement.
2272 *
2273 * who - the player
2274 * op - the item we want to light
2275 * lighter - the lighter or 0 if a lighter has yet to be found
2276 */
2277static object *
2278auto_apply_lighter (object *who, object *op, object *lighter)
2279{
2280 if (lighter == 0)
2281 {
2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2283 {
2284 if (tmp->type == LIGHTER)
2285 {
2286 lighter = tmp;
2287 break;
2288 }
2289 }
2290
2291 if (!lighter)
2292 {
2293 who->failmsg (format (
2294 "You can't light up the %s with your bare hands! "
2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2296 &op->name));
2297 return 0;
2298 }
2299 }
2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
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 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2613}
2614
2615/**
2616 * Main apply handler.
2617 *
2618 * Checks for unpaid items before applying.
2619 *
2620 * Return value:
2621 * 0: player or monster can't apply objects of that type
2622 * 1: has been applied, or there was an error applying the object
2623 * 2: objects of that type can't be applied if not in inventory
2624 *
2625 * who is the object that is causing object to be applied, op is the object
2626 * being applied.
2627 *
2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2629 * them in this function - they are passed to apply_special
2630 */
2631static int
2632manual_apply (object *who, object *op, int aflag)
2633{
2634 op = op->head_ ();
2635
2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2637 {
2638 if (who->type == PLAYER)
2639 {
2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2642 return 1;
2643 }
2644 else
2645 return 0; /* monsters just skip unpaid items */
2646 }
2647
2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2649 return RESULT_INT (0);
2650
2651 switch (op->type)
2652 {
2653 case T_HANDLE:
2654 who->play_sound (sound_find ("turn_handle"));
2655 who->statusmsg ("You turn the handle.");
2656 op->value = op->value ? 0 : 1;
2657 SET_ANIMATION (op, op->value);
2658 update_object (op, UP_OBJ_FACE);
2659 push_button (op, who);
2660 return 1;
2661
2662 case TRIGGER:
2663 if (check_trigger (op, who, who))
2664 {
2665 who->statusmsg ("You turn the handle.");
2666 who->play_sound (sound_find ("turn_handle"));
2667 }
2668 else
2669 who->failmsg ("The handle doesn't move.");
2670
2671 return 1;
2672
2673 case EXIT:
2674 if (who->type != PLAYER)
2675 return 0;
2676
2677 if (!EXIT_PATH (op))
2678 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)));
2679 else
2680 {
2681 /* Don't display messages for random maps. */
2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2683 who->statusmsg (op->msg, NDI_NAVY);
2684
2685 who->enter_exit (op);
2686 }
2687
2688 return 1;
2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2695 case SIGN:
2696 apply_sign (who, op, 0);
2697 return 1;
2698
2699 case BOOK:
2700 if (who->type == PLAYER)
2701 {
2702 apply_book (who, op);
2703 return 1;
2704 }
2705 else
2706 return 0;
2707
2708 case SKILLSCROLL:
2709 if (who->type == PLAYER)
2710 {
2711 apply_skillscroll (who, op);
2712 return 1;
2713 }
2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2719 {
2720 apply_spellbook (who, op);
2721 return 1;
2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2728 return 1;
2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2736 case CLOSE_CON:
2737 apply_container (who, op->env);
2738 return 1;
2739
2740 case CONTAINER:
2741 apply_container (who, op);
2742 return 1;
2743
2744 case TREASURE:
2745 if (who->type == PLAYER)
2746 {
2747 apply_treasure (who, op);
2748 return 1;
2749 }
2750 else
2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2757
2758 case WEAPON:
2759 case ARMOUR:
2760 case BOOTS:
2761 case GLOVES:
2762 case AMULET:
2763 case GIRDLE:
2764 case BRACERS:
2765 case SHIELD:
2766 case HELMET:
2767 case RING:
2768 case CLOAK:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 case SKILL:
2773 case SPELL:
2774 case BOW:
2775 case RANGED:
2776 case BUILDER:
2777 case SKILL_TOOL:
2778 if (op->env != who)
2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780 else
2781 apply_special (who, op, aflag);
2782
2783 return 1;
2784
2785 case DRINK:
2786 case FOOD:
2787 case FLESH:
2788 apply_food (who, op);
2789 return 1;
2790
2791 case POISON:
2792 apply_poison (who, op);
2793 return 1;
2794
2795 case SAVEBED:
2796 return 1;
2797
2798 case ARMOUR_IMPROVER:
2799 if (who->type == PLAYER)
2800 {
2801 apply_armour_improver (who, op);
2802 return 1;
2803 }
2804 else
2805 return 0;
2806
2807 case WEAPON_IMPROVER:
2808 check_improve_weapon (who, op);
2809 return 1;
2810
2811 case CLOCK:
2812 if (who->type == PLAYER)
2813 {
2814 char buf[MAX_BUF];
2815 timeofday_t tod;
2816
2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2820 "It is %d minute%s past %d o'clock %s",
2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2823 ));
2824 return 1;
2825 }
2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2831 {
2832 shop_listing (op, who);
2833 return 1;
2834 }
2835 else
2836 return 0;
2837
2838 case POWER_CRYSTAL:
2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 if (who->type == PLAYER)
2844 {
2845 apply_lighter (who, op);
2846 return 1;
2847 }
2848 else
2849 return 0;
2850
2851 case ITEM_TRANSFORMER:
2852 apply_item_transformer (who, op);
2853 return 1;
2854
2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2857 return 0;
2858 }
2859}
2860
2861/*
2862 * Same return value as apply() function.
2863 */
2864bool
2865player_apply (object *pl, object *op, int aflag)
2866{
2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2868 {
2869 /* player is flying and applying object not in inventory */
2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2871 {
2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2875 return 0;
2876 }
2877 }
2878
2879 pl->contr->last_used = op;
2880
2881 return pl->apply (op, aflag);
2882}
2883
2884/**
2885 * player_apply_below attempts to apply the object 'below' the player.
2886 * If the player has an open container, we use that for below, otherwise
2887 * we use the ground.
2888 */
2889void
2890player_apply_below (object *pl)
2891{
2892 int floors = 0;
2893
2894 /* If using a container, set the starting item to be the top
2895 * item in the container. Otherwise, use the map.
2896 * This is perhaps more complicated. However, I want to make sure that
2897 * we don't use a corrupt pointer for the next object, so we get the
2898 * next object in the stack before applying. This is can only be a
2899 * problem if player_apply() has a bug in that it uses the object but does
2900 * not return a proper value.
2901 */
2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2905 {
2906 next = tmp->below;
2907
2908 /* If it is visible, player can apply it.
2909 */
2910 if (!tmp->invisible)
2911 if (player_apply (pl, tmp, 0))
2912 break;
2913
2914 break;
2915 }
2916}
2917
2918/**
2919 * Unapplies specified item. 1024 * Unapplies specified item.
2920 * No check done on cursed/damned. 1025 * No check done on cursed/damned.
2921 * Break this out of apply_special - this is just done 1026 * Break this out of apply_special - this is just done
2922 * to keep the size of apply_special to a more managable size. 1027 * to keep the size of apply_special to a more managable size.
2923 */ 1028 */
2924static int 1029static bool
2925unapply_special (object *who, object *op, int aflags) 1030unapply_special (object *who, object *op, int aflags)
2926{ 1031{
2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2929 return RESULT_INT (0); 1034 return RESULT_INT (0);
3011 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
3013 1118
3014 who->update_stats (); 1119 who->update_stats ();
3015 1120
3016 return 0; 1121 return 1;
3017} 1122}
3018 1123
3019/** 1124/**
3020 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
3021 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
3057#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
3061 1166
3062static int 1167static bool
3063unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3064{ 1169{
3065 if (op->is_range ()) 1170 if (op->is_range ())
3066 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3251 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3252 } 1357 }
3253 1358
3254 return retval; 1359 return retval;
3255}
3256
3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3344} 1360}
3345 1361
3346/** 1362/**
3347 * who is the object using the object. It can be a monster. 1363 * who is the object using the object. It can be a monster.
3348 * op is the object they are using. op is an equipment type item, 1364 * op is the object they are using. op is an equipment type item,
3368 */ 1384 */
3369 1385
3370#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372 1388
3373int 1389static bool
3374apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3375{ 1391{
3376 int basic_flag = aflags & AP_MODE; 1392 int basic_flag = aflags & AP_MODE;
3377 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3378 1394
3380 { 1396 {
3381 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3382 return 1; 1398 return 1;
3383 } 1399 }
3384 1400
1401 //TODO: remove these when apply_special is no longer exposed
3385 if (op->env != who) 1402 if (op->env != who)
3386 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3387 1404
3388 /* trying to unequip op */ 1405 /* trying to unequip op */
3389 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (QUERY_FLAG (op, FLAG_APPLIED))
3553 )); 1570 ));
3554 else 1571 else
3555 who->failmsg (format ( 1572 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. " 1573 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>", 1574 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill 1575 &op->skill
3559 )); 1576 ));
3560 1577
3561 if (tmp) who->insert (tmp); 1578 if (tmp) who->insert (tmp);
1579
3562 return 1; 1580 return 1;
3563 } 1581 }
3564 1582
3565 if (who->contr) 1583 if (who->contr)
3566 who->statusmsg (format ( 1584 if (op->invisible)
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.", 1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3568 query_name (op),
3569 &op->skill
3570 )); 1586 else
1587 who->statusmsg (format ("You ready %s.", query_name (op)));
3571 } 1588 }
3572 1589
3573 SET_FLAG (who, FLAG_READY_SKILL); 1590 SET_FLAG (who, FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED); 1591 SET_FLAG (op, FLAG_APPLIED);
3575 change_abil (who, op); 1592 change_abil (who, op);
3681 1698
3682 if (object *pl = op->visible_to ()) 1699 if (object *pl = op->visible_to ())
3683 esrv_send_item (pl, op); 1700 esrv_send_item (pl, op);
3684 1701
3685 return 0; 1702 return 0;
1703}
1704
1705/**
1706 * Check if op should abort moving victim because of it's race or slaying.
1707 * Returns 1 if it should abort, returns 0 if it should continue.
1708 */
1709int
1710should_director_abort (object *op, object *victim)
1711{
1712 int arch_flag, name_flag, race_flag;
1713
1714 /* Get flags to determine what of arch, name, and race should be checked.
1715 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1716 * the next is the name flag, and the last is the race flag. Also note,
1717 * if subtype is set to zero, that also goes to defaults of all affecting
1718 * it. Examples:
1719 * subtype 1: only arch
1720 * subtype 3: arch or name
1721 * subtype 5: arch or race
1722 * subtype 7: all three
1723 */
1724 if (op->subtype)
1725 {
1726 arch_flag = op->subtype & 1;
1727 name_flag = op->subtype & 2;
1728 race_flag = op->subtype & 4;
1729 }
1730 else
1731 {
1732 arch_flag = 1;
1733 name_flag = 1;
1734 race_flag = 1;
1735 }
1736
1737 /* If the director has race set, only affect objects with a arch,
1738 * name or race that matches.
1739 */
1740 if ((op->race) &&
1741 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1742 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1743 ((!(victim->race && race_flag) || op->race != victim->race)))
1744 return 1;
1745
1746 /* If the director has slaying set, only affect objects where none
1747 * of arch, name, or race match.
1748 */
1749 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1750 ((victim->name && name_flag && op->slaying == victim->name)) ||
1751 ((victim->race && race_flag && op->slaying == victim->race)))
1752 return 1;
1753
1754 return 0;
1755}
1756
1757/**
1758 * This handles a player dropping money on an altar to identify stuff.
1759 * It'll identify marked item, if none all items up to dropped money.
1760 * Return value: 1 if money was destroyed, 0 if not.
1761 */
1762static int
1763apply_id_altar (object *money, object *altar, object *pl)
1764{
1765 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1766
1767 if (!pl || pl->type != PLAYER)
1768 return 0;
1769
1770 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1771 * identifying' from being printed out more than it needs to be.
1772 */
1773 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1774 return 0;
1775
1776 /* if the player has a marked item, identify that if it needs to be
1777 * identified. If it doesn't, then go through the player inventory.
1778 */
1779 if (object *marked = find_marked_object (pl))
1780 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1781 {
1782 if (operate_altar (altar, &money, pl))
1783 {
1784 identify (marked);
1785
1786 buf.printf ("You have %s.\r", long_desc (marked, pl));
1787 if (marked->msg)
1788 buf << "The item has a story:\r" << marked->msg << "\n\n";
1789
1790 return !money;
1791 }
1792 }
1793
1794 for (object *id = pl->inv; id; id = id->below)
1795 {
1796 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1797 {
1798 if (operate_altar (altar, &money, pl))
1799 {
1800 identify (id);
1801
1802 buf.printf ("You have %s.\r", long_desc (id, pl));
1803 if (id->msg)
1804 buf << "The item has a story:\r" << id->msg << "\n\n";
1805
1806 /* If no more money, might as well quit now */
1807 if (!money || !check_altar_sacrifice (altar, money))
1808 break;
1809 }
1810 else
1811 {
1812 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1813 break;
1814 }
1815 }
1816 }
1817
1818 if (buf.empty ())
1819 pl->failmsg ("You have nothing that needs identifying");
1820 else
1821 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1822
1823 return !money;
1824}
1825
1826/**
1827 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1828 * matching item.
1829 **/
1830void
1831handle_apply_yield (object *tmp)
1832{
1833 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1834 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1835}
1836
1837/**
1838 * Handles applying a potion.
1839 */
1840int
1841apply_potion (object *op, object *tmp)
1842{
1843 int got_one = 0, i;
1844 object *force = 0;
1845
1846 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1847
1848 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1849 {
1850 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1851
1852 CLEAR_FLAG (tmp, FLAG_APPLIED);
1853 return 0;
1854 }
1855
1856 if (op->type == PLAYER)
1857 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1858 identify (tmp);
1859
1860 handle_apply_yield (tmp);
1861
1862 /* Potion of restoration - only for players */
1863 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1864 {
1865 object *depl;
1866 archetype *at;
1867
1868 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1869 {
1870 op->drain_stat ();
1871 op->update_stats ();
1872 tmp->decrease ();
1873 return 1;
1874 }
1875
1876 if (!(at = archetype::find (shstr_depletion)))
1877 {
1878 LOG (llevError, "Could not find archetype depletion\n");
1879 return 0;
1880 }
1881
1882 depl = present_arch_in_ob (at, op);
1883
1884 if (depl)
1885 {
1886 for (i = 0; i < NUM_STATS; i++)
1887 if (depl->stats.stat (i))
1888 op->statusmsg (restore_msg[i]);
1889
1890 depl->destroy ();
1891 op->update_stats ();
1892 }
1893 else
1894 op->statusmsg ("Your potion had no effect.");
1895
1896 tmp->decrease ();
1897 return 1;
1898 }
1899
1900 /* improvement potion - only for players */
1901 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1902 {
1903 for (i = 1; i < min (11, op->level); i++)
1904 {
1905 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1906 {
1907 if (op->contr->levhp[i] != 1)
1908 {
1909 op->contr->levhp[i] = 1;
1910 break;
1911 }
1912
1913 if (op->contr->levsp[i] != 1)
1914 {
1915 op->contr->levsp[i] = 1;
1916 break;
1917 }
1918
1919 if (op->contr->levgrace[i] != 1)
1920 {
1921 op->contr->levgrace[i] = 1;
1922 break;
1923 }
1924 }
1925 else
1926 {
1927 if (op->contr->levhp[i] < 9)
1928 {
1929 op->contr->levhp[i] = 9;
1930 break;
1931 }
1932
1933 if (op->contr->levsp[i] < 6)
1934 {
1935 op->contr->levsp[i] = 6;
1936 break;
1937 }
1938
1939 if (op->contr->levgrace[i] < 3)
1940 {
1941 op->contr->levgrace[i] = 3;
1942 break;
1943 }
1944 }
1945 }
1946
1947 /* Just makes checking easier */
1948 if (i < min (11, op->level))
1949 got_one = 1;
1950
1951 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1952 {
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->statusmsg ("The Gods smile upon you and remake you "
1957 "a little more in their image. "
1958 "You feel a little more perfect.", NDI_GREEN);
1959 }
1960 else
1961 op->statusmsg ("The potion had no effect - you are already perfect.");
1962 }
1963 else
1964 { /* cursed potion */
1965 if (got_one)
1966 {
1967 op->update_stats ();
1968 op->failmsg ("The Gods are angry and punish you.");
1969 }
1970 else
1971 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1972 }
1973
1974 tmp->decrease ();
1975 return 1;
1976 }
1977
1978
1979 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1980 * and heroism all fit into this category. Given the spell object code,
1981 * there is no limit to the number of spells that potions can be cast,
1982 * but direction is problematic to try and imbue fireball potions for example.
1983 */
1984 if (tmp->inv)
1985 {
1986 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1987 {
1988 op->failmsg ("Yech! Your lungs are on fire!");
1989 create_exploding_ball_at (op, op->level);
1990 }
1991 else
1992 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1993
1994 tmp->decrease ();
1995
1996 /* if youre dead, no point in doing this... */
1997 if (!QUERY_FLAG (op, FLAG_REMOVED))
1998 op->update_stats ();
1999
2000 return 1;
2001 }
2002
2003 /* Deal with protection potions */
2004 force = NULL;
2005 for (i = 0; i < NROFATTACKS; i++)
2006 {
2007 if (tmp->resist[i])
2008 {
2009 if (!force)
2010 force = get_archetype (FORCE_NAME);
2011
2012 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2013 force->type = POTION_EFFECT;
2014 break; /* Only need to find one protection since we copy entire batch */
2015 }
2016 }
2017
2018 /* This is a protection potion */
2019 if (force)
2020 {
2021 /* cursed items last longer */
2022 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2023 {
2024 force->stats.food *= 10;
2025 for (i = 0; i < NROFATTACKS; i++)
2026 if (force->resist[i] > 0)
2027 force->resist[i] = -force->resist[i]; /* prot => vuln */
2028 }
2029
2030 force->speed_left = -1;
2031 force = insert_ob_in_ob (force, op);
2032 CLEAR_FLAG (tmp, FLAG_APPLIED);
2033 SET_FLAG (force, FLAG_APPLIED);
2034 change_abil (op, force);
2035 tmp->decrease ();
2036 return 1;
2037 }
2038
2039 /* Only thing left are the stat potions */
2040 if (op->type == PLAYER)
2041 { /* only for players */
2042 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2043 || QUERY_FLAG (tmp, FLAG_DAMNED))
2044 && tmp->value != 0)
2045 CLEAR_FLAG (tmp, FLAG_APPLIED);
2046 else
2047 SET_FLAG (tmp, FLAG_APPLIED);
2048
2049 if (!change_abil (op, tmp))
2050 op->statusmsg ("Nothing happened.");
2051 }
2052
2053 /* CLEAR_FLAG is so that if the character has other potions
2054 * that were grouped with the one consumed, his
2055 * stat will not be raised by them. fix_player just clears
2056 * up all the stats.
2057 */
2058 CLEAR_FLAG (tmp, FLAG_APPLIED);
2059 op->update_stats ();
2060 tmp->decrease ();
2061 return 1;
2062}
2063
2064/**
2065 * 'victim' moves onto 'trap'
2066 * 'victim' leaves 'trap'
2067 * effect is determined by move_on/move_off of trap and move_type of victime.
2068 *
2069 * originator: Player, monster or other object that caused 'victim' to move
2070 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2071 * However, some types of traps require an originator to function.
2072 */
2073void
2074move_apply (object *trap, object *victim, object *originator)
2075{
2076 static int recursion_depth = 0;
2077
2078 /* Only exits affect DMs. */
2079 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2080 return;
2081
2082 /* move_apply() is the most likely candidate for causing unwanted and
2083 * possibly unlimited recursion.
2084 */
2085 /* The following was changed because it was causing perfectly correct
2086 * maps to fail. 1) it's not an error to recurse:
2087 * rune detonates, summoning monster. monster lands on nearby rune.
2088 * nearby rune detonates. This sort of recursion is expected and
2089 * proper. This code was causing needless crashes.
2090 */
2091 if (recursion_depth >= 500)
2092 {
2093 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2094 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2095 return;
2096 }
2097
2098 recursion_depth++;
2099 if (trap->head)
2100 trap = trap->head;
2101
2102 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2103 switch (trap->type)
2104 {
2105 case PLAYERMOVER:
2106 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2107 {
2108 if (!trap->stats.maxsp)
2109 trap->stats.maxsp = 2;
2110
2111 /* Is this correct? From the docs, it doesn't look like it
2112 * should be divided by trap->speed
2113 */
2114 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2115
2116 /* Just put in some sanity check. I think there is a bug in the
2117 * above with some objects have zero speed, and thus the player
2118 * getting permanently paralyzed.
2119 */
2120 if (victim->speed_left < -50.f)
2121 victim->speed_left = -50.f;
2122 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2123 }
2124 break;
2125
2126 case SPINNER:
2127 if (victim->direction)
2128 {
2129 victim->direction = absdir (victim->direction - trap->stats.sp);
2130 update_turn_face (victim);
2131 }
2132 break;
2133
2134 case DIRECTOR:
2135 if (victim->direction && !should_director_abort (trap, victim))
2136 {
2137 victim->direction = trap->stats.sp;
2138 update_turn_face (victim);
2139 }
2140 break;
2141
2142 case BUTTON:
2143 case PEDESTAL:
2144 case T_MATCH:
2145 update_button (trap, originator);
2146 break;
2147
2148 case ALTAR:
2149 /* sacrifice victim on trap */
2150 apply_altar (trap, victim, originator);
2151 break;
2152
2153 case THROWN_OBJ:
2154 if (trap->inv == NULL)
2155 break;
2156 /* fallthrough */
2157
2158 case ARROW:
2159 /* bad bug: monster throw a object, make a step forwards, step on object ,
2160 * trigger this here and get hit by own missile - and will be own enemy.
2161 * Victim then is his own enemy and will start to kill herself (this is
2162 * removed) but we have not synced victim and his missile. To avoid senseless
2163 * action, we avoid hits here
2164 */
2165 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2166 && trap->owner != victim)
2167 hit_with_arrow (trap, victim);
2168 break;
2169
2170 case SPELL_EFFECT:
2171 apply_spell_effect (trap, victim);
2172 break;
2173
2174 case TRAPDOOR:
2175 {
2176 int max, sound_was_played;
2177 object *ab, *ab_next;
2178
2179 if (!trap->value)
2180 {
2181 int tot;
2182
2183 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2184 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2185 tot += ab->head_ ()->total_weight ();
2186
2187 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2188 break;
2189
2190 SET_ANIMATION (trap, trap->value);
2191 update_object (trap, UP_OBJ_FACE);
2192 }
2193
2194 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2195 {
2196 /* need to set this up, since if we do transfer the object,
2197 * ab->above would be bogus
2198 */
2199 ab_next = ab->above;
2200
2201 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2202 {
2203 if (!sound_was_played)
2204 {
2205 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2206 sound_was_played = 1;
2207 }
2208
2209 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2210 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2211 }
2212 }
2213 break;
2214 }
2215
2216 case CONVERTER:
2217 if (convert_item (victim, trap) < 0)
2218 {
2219 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2220 archetype::get (shstr_burnout)->insert_at (trap, trap);
2221 }
2222
2223 break;
2224
2225 case TRIGGER_BUTTON:
2226 case TRIGGER_PEDESTAL:
2227 case TRIGGER_ALTAR:
2228 check_trigger (trap, victim, originator);
2229 break;
2230
2231 case DEEP_SWAMP:
2232 walk_on_deep_swamp (trap, victim);
2233 break;
2234
2235 case CHECK_INV:
2236 check_inv (victim, trap);
2237 break;
2238
2239 case HOLE:
2240 move_apply_hole (trap, victim);
2241 break;
2242
2243 case EXIT:
2244 if (victim->type == PLAYER && EXIT_PATH (trap))
2245 {
2246 /* Basically, don't show exits leading to random maps the
2247 * players output.
2248 */
2249 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2250 victim->statusmsg (trap->msg, NDI_NAVY);
2251
2252 trap->play_sound (trap->sound);
2253 victim->enter_exit (trap);
2254 }
2255 break;
2256
2257 case ENCOUNTER:
2258 /* may be some leftovers on this */
2259 break;
2260
2261 case SHOP_MAT:
2262 apply_shop_mat (trap, victim);
2263 break;
2264
2265 /* Drop a certain amount of gold, and have one item identified */
2266 case IDENTIFY_ALTAR:
2267 apply_id_altar (victim, trap, originator);
2268 break;
2269
2270 case SIGN:
2271 if (victim->type != PLAYER && trap->stats.food > 0)
2272 break; /* monsters musn't apply magic_mouths with counters */
2273
2274 apply_sign (victim, trap, 1);
2275 break;
2276
2277 case CONTAINER:
2278 apply_container (victim, trap);
2279 break;
2280
2281 case RUNE:
2282 case TRAP:
2283 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2284 spring_trap (trap, victim);
2285 break;
2286
2287 default:
2288 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2289 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2290 break;
2291 }
2292
2293 recursion_depth--;
2294}
2295
2296/**
2297 * Handles reading a regular (ie not containing a spell) book.
2298 */
2299static void
2300apply_book (object *op, object *tmp)
2301{
2302 int lev_diff;
2303 object *skill_ob;
2304
2305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2306 {
2307 op->failmsg ("You are unable to read while blind!");
2308 return;
2309 }
2310
2311 if (!tmp->msg)
2312 {
2313 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2314 return;
2315 }
2316
2317 /* need a literacy skill to read stuff! */
2318 skill_ob = find_skill_by_name (op, tmp->skill);
2319 if (!skill_ob)
2320 {
2321 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2322 return;
2323 }
2324
2325 lev_diff = tmp->level - (skill_ob->level + 5);
2326 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2327 {
2328 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2329 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2330 : lev_diff < 5 ? "This book is beyond your comprehension."
2331 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2332 : lev_diff < 15 ? "This book is way beyond your comprehension."
2333 : "This book is totally beyond your comprehension.");
2334 return;
2335 }
2336
2337 // we currently don't use the message types for anything.
2338 // readable_message_type *msgType = get_readable_message_type (tmp);
2339
2340 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2341
2342 if (player *pl = op->contr)
2343 if (client *ns = pl->ns)
2344 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2345
2346 /* gain xp from reading */
2347 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2348 { /* only if not read before */
2349 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2350
2351 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2352 {
2353 /*exp_gain *= 2; because they just identified it too */
2354 SET_FLAG (tmp, FLAG_IDENTIFIED);
2355
2356 if (object *pl = tmp->visible_to ())
2357 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2358 }
2359
2360 change_exp (op, exp_gain, skill_ob->skill, 0);
2361 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2362 }
2363}
2364
2365/**
2366 * op made some mistake with a scroll, this takes care of punishment.
2367 * scroll_failure()- hacked directly from spell_failure
2368 */
2369static void
2370scroll_failure (object *op, int failure, int power)
2371{
2372 if (abs (failure / 4) > power)
2373 power = abs (failure / 4); /* set minimum effect */
2374
2375 if (failure <= -1 && failure > -15)
2376 { /* wonder */
2377 object *tmp;
2378
2379 op->failmsg ("Your spell warps!");
2380 tmp = get_archetype (SPELL_WONDER);
2381 cast_wonder (op, op, 0, tmp);
2382 tmp->destroy ();
2383 }
2384 else if (failure <= -15 && failure > -35)
2385 { /* drain mana */
2386 op->failmsg ("Your mana is drained!");
2387 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2388 if (op->stats.sp < 0)
2389 op->stats.sp = 0;
2390 }
2391 else if (settings.spell_failure_effects == TRUE)
2392 {
2393 if (failure <= -35 && failure > -60)
2394 { /* confusion */
2395 op->failmsg ("The magic recoils on you!");
2396 confuse_player (op, op, power);
2397 }
2398 else if (failure <= -60 && failure > -70)
2399 { /* paralysis */
2400 op->failmsg ("The magic recoils and paralyzes you!");
2401 paralyze_player (op, op, power);
2402 }
2403 else if (failure <= -70 && failure > -80)
2404 { /* blind */
2405 op->failmsg ("The magic recoils on you!");
2406 blind_player (op, op, power);
2407 }
2408 else if (failure <= -80)
2409 { /* blast the immediate area */
2410 object *tmp = get_archetype (LOOSE_MANA);
2411 cast_magic_storm (op, tmp, power);
2412 op->failmsg ("You unleash uncontrolled mana!");
2413 tmp->destroy ();
2414 }
2415 }
2416}
2417
2418/**
2419 * Handles the applying of a skill scroll, calling learn_skill straight.
2420 * op is the person learning the skill, tmp is the skill scroll object
2421 */
2422static void
2423apply_skillscroll (object *op, object *tmp)
2424{
2425 switch (learn_skill (op, tmp))
2426 {
2427 case 0:
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2430 break;
2431
2432 case 1:
2433 tmp->decrease ();
2434 op->play_sound (sound_find ("skill_learn"));
2435 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2436 break;
2437
2438 default:
2439 tmp->decrease ();
2440 op->play_sound (sound_find ("generic_fail"));
2441 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2442 break;
2443 }
2444}
2445
2446/**
2447 * Actually makes op learn spell.
2448 * Informs player of what happens.
2449 */
2450void
2451do_learn_spell (object *op, object *spell, int special_prayer)
2452{
2453 object *tmp;
2454
2455 if (op->type != PLAYER)
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2458 return;
2459 }
2460
2461 /* Upgrade special prayers to normal prayers */
2462 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2463 {
2464 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2465 {
2466 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2467 return;
2468 }
2469 return;
2470 }
2471
2472 op->contr->play_sound (sound_find ("learn_spell"));
2473
2474 tmp = spell->clone ();
2475 insert_ob_in_ob (tmp, op);
2476
2477 if (special_prayer)
2478 SET_FLAG (tmp, FLAG_STARTEQUIP);
2479
2480 esrv_add_spells (op->contr, tmp);
2481}
2482
2483/**
2484 * Erases spell from player's inventory.
2485 */
2486void
2487do_forget_spell (object *op, const char *spell)
2488{
2489 object *spob;
2490
2491 if (op->type != PLAYER)
2492 {
2493 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2494 return;
2495 }
2496 if ((spob = check_spell_known (op, spell)) == NULL)
2497 {
2498 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2499 return;
2500 }
2501
2502 op->failmsg (format ("You lose knowledge of %s.", spell));
2503 esrv_remove_spell (op->contr, spob);
2504 spob->destroy ();
2505}
2506
2507/**
2508 * Handles player applying a spellbook.
2509 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2510 * stuff like that. Random learning failure too.
2511 */
2512static void
2513apply_spellbook (object *op, object *tmp)
2514{
2515 object *skop, *spell, *spell_skill;
2516
2517 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2518 {
2519 op->failmsg ("You are unable to read while blind.");
2520 return;
2521 }
2522
2523 /* artifact_spellbooks have 'slaying' field point to a spell name,
2524 * instead of having their spell stored in stats.sp. These are
2525 * legacy spellbooks
2526 */
2527 if (tmp->slaying)
2528 {
2529 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2530
2531 if (!spell)
2532 {
2533 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2534 return;
2535 }
2536 else
2537 insert_ob_in_ob (spell, tmp);
2538
2539 tmp->slaying = 0;
2540 }
2541
2542 skop = find_skill_by_name (op, tmp->skill);
2543
2544 /* need a literacy skill to learn spells. Also, having a literacy level
2545 * lower than the spell will make learning the spell more difficult */
2546 if (!skop)
2547 {
2548 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2549 return;
2550 }
2551
2552 spell = tmp->inv;
2553
2554 if (!spell)
2555 {
2556 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2557 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2558 return;
2559 }
2560
2561 int learn_level = sqrtf (spell->level) * 1.5f;
2562 if (skop->level < learn_level)
2563 {
2564 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2565 &tmp->skill, learn_level));
2566 return;
2567 }
2568
2569 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2570
2571 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2572 identify (tmp);
2573
2574 /* I removed the check for special_prayer_mark here - it didn't make
2575 * a lot of sense - special prayers are not found in spellbooks, and
2576 * if the player doesn't know the spell, doesn't make a lot of sense that
2577 * they would have a special prayer mark.
2578 */
2579 if (check_spell_known (op, spell->name))
2580 {
2581 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2582 return;
2583 }
2584
2585 if (spell->skill)
2586 {
2587 spell_skill = find_skill_by_name (op, spell->skill);
2588
2589 if (!spell_skill)
2590 {
2591 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2592 return;
2593 }
2594
2595 if (spell_skill->level < spell->level)
2596 {
2597 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2598 return;
2599 }
2600 }
2601
2602 /* Logic as follows
2603 *
2604 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2605 *
2606 * 2- The learner's skill level in literacy adjusts the chance to learn
2607 * a spell.
2608 *
2609 * 3 -Automatically fail to learn if you read while confused
2610 *
2611 * Overall, chances are the same but a player will find having a high
2612 * literacy rate very useful! -b.t.
2613 */
2614 if (QUERY_FLAG (op, FLAG_CONFUSED))
2615 {
2616 op->failmsg ("In your confused state you flub the wording of the text!");
2617 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2618 }
2619 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2620 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2621 {
2622 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2623 do_learn_spell (op, spell, 0);
2624
2625 /* xp gain to literacy for spell learning */
2626 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2627 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2628 }
2629 else
2630 {
2631 op->contr->play_sound (sound_find ("fumble_spell"));
2632 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2633 }
2634
2635 tmp->decrease ();
2636}
2637
2638/**
2639 * Handles applying a spell scroll.
2640 */
2641void
2642apply_scroll (object *op, object *tmp, int dir)
2643{
2644 object *skop;
2645
2646 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2647 {
2648 op->failmsg ("You are unable to read while blind.");
2649 return;
2650 }
2651
2652 if (!tmp->inv || tmp->inv->type != SPELL)
2653 {
2654 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2655 return;
2656 }
2657
2658 if (op->type == PLAYER)
2659 {
2660 /* players need a literacy skill to read stuff! */
2661 int exp_gain = 0;
2662
2663 /* hard code literacy - tmp->skill points to where the exp
2664 * should go for anything killed by the spell.
2665 */
2666 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2667
2668 if (!skop)
2669 {
2670 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2671 return;
2672 }
2673
2674 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2675 change_exp (op, exp_gain, skop->skill, 0);
2676 }
2677
2678 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2679 identify (tmp);
2680
2681 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2682
2683 cast_spell (op, tmp, dir, tmp->inv, NULL);
2684 tmp->decrease ();
2685}
2686
2687/**
2688 * Applies a treasure object - by default, chest. op
2689 * is the person doing the applying, tmp is the treasure
2690 * chest.
2691 */
2692static void
2693apply_treasure (object *op, object *tmp)
2694{
2695 /* Nice side effect of this treasure creation method is that the treasure
2696 * for the chest is done when the chest is created, and put into the chest
2697 * inventory. So that when the chest burns up, the items still exist. Also
2698 * prevents people from moving chests to more difficult maps to get better
2699 * treasure
2700 */
2701 object *treas = tmp->inv;
2702
2703 if (!treas)
2704 {
2705 op->statusmsg ("The chest was empty.");
2706 tmp->decrease ();
2707 return;
2708 }
2709
2710 while (tmp->inv)
2711 {
2712 treas = tmp->inv;
2713 treas->remove ();
2714
2715 treas->x = op->x;
2716 treas->y = op->y;
2717 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2718
2719 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2720 spring_trap (treas, op);
2721
2722 /* If either player or container was destroyed, no need to do
2723 * further processing. I think this should be enclused with
2724 * spring trap above, as I don't think there is otherwise
2725 * any way for the treasure chest or player to get killed.
2726 */
2727 if (op->destroyed () || tmp->destroyed ())
2728 break;
2729 }
2730
2731 if (!tmp->destroyed () && !tmp->inv)
2732 tmp->decrease (true);
2733}
2734
2735/**
2736 * A dragon is eating some flesh. If the flesh contains resistances,
2737 * there is a chance for the dragon's skin to get improved.
2738 *
2739 * attributes:
2740 * object *op the object (dragon player) eating the flesh
2741 * object *meal the flesh item, getting chewed in dragon's mouth
2742 * return:
2743 * int 1 if eating successful, 0 if it doesn't work
2744 */
2745static int
2746dragon_eat_flesh (object *op, object *meal)
2747{
2748 object *skin = NULL; /* pointer to dragon skin force */
2749 object *abil = NULL; /* pointer to dragon ability force */
2750 object *tmp = NULL; /* tmp. object */
2751
2752 double chance; /* improvement-chance of one resistance type */
2753 double totalchance = 1; /* total chance of gaining one resistance */
2754 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2755 double mbonus = 0; /* monster bonus */
2756 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2757 int winners = 0; /* number of winners */
2758 int i; /* index */
2759
2760 /* let's make sure and doublecheck the parameters */
2761 if (meal->type != FLESH || !op->is_dragon ())
2762 return 0;
2763
2764 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2765 from the player's inventory */
2766 for (tmp = op->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == FORCE)
2768 if (tmp->arch->archname == shstr_dragon_skin_force)
2769 skin = tmp;
2770 else if (tmp->arch->archname == shstr_dragon_ability_force)
2771 abil = tmp;
2772
2773 /* if either skin or ability are missing, this is an old player
2774 which is not to be considered a dragon -> bail out */
2775 if (skin == NULL || abil == NULL)
2776 return 0;
2777
2778 /* now start by filling stomache and health, according to food-value */
2779 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2780 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2781 else
2782 op->stats.hp += meal->stats.food / 50;
2783
2784 min_it (op->stats.hp, op->stats.maxhp);
2785 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2786
2787 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2788
2789 /* on to the interesting part: chances for adding resistance */
2790 for (i = 0; i < NROFATTACKS; i++)
2791 {
2792 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2793 {
2794 /* got positive resistance, now calculate improvement chance (0-100) */
2795
2796 /* this bonus makes resistance increase easier at lower levels */
2797 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2798 if (i == abil->stats.exp)
2799 bonus += 5; /* additional bonus for resistance of ability-focus */
2800
2801 /* monster bonus increases with level, because high-level
2802 flesh is too rare */
2803 mbonus = op->level * 20. / ((double) settings.max_level);
2804
2805 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2806 ((double)settings.max_level)) - skin->resist[i];
2807
2808 if (chance >= 0.)
2809 chance += 1.;
2810 else
2811 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2812
2813 /* chance is proportional to amount of resistance (max. 50) */
2814 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2815
2816 /* doubled chance for resistance of ability-focus */
2817 if (i == abil->stats.exp)
2818 chance = min (100., chance * 2.);
2819
2820 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2821 if (rndm (10000) < (unsigned int)(chance * 100))
2822 {
2823 atnr_winner[winners] = i;
2824 winners++;
2825 }
2826
2827 if (chance >= 0.01)
2828 totalchance *= 1 - chance / 100;
2829
2830 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2831 }
2832 }
2833
2834 /* inverse totalchance as until now we have the failure-chance */
2835 totalchance = 100 - totalchance * 100;
2836
2837 /* print message according to totalchance */
2838 const char *buf;
2839 if (totalchance > 50.)
2840 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2841 else if (totalchance > 10.)
2842 buf = format ("The %s tasted very good.", &meal->name);
2843 else if (totalchance > 1.)
2844 buf = format ("The %s tasted good.", &meal->name);
2845 else if (totalchance > 0.1)
2846 buf = format ("The %s tasted bland.", &meal->name);
2847 else if (totalchance >= 0.01)
2848 buf = format ("The %s had a boring taste.", &meal->name);
2849 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2850 buf = format ("The %s tasted strange.", &meal->name);
2851 else
2852 buf = format ("The %s had no taste.", &meal->name);
2853
2854 op->statusmsg (buf);
2855
2856 /* now choose a winner if we have any */
2857 i = -1;
2858 if (winners > 0)
2859 i = atnr_winner [rndm (winners)];
2860
2861 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2862 {
2863 /* resistance increased! */
2864 skin->resist[i]++;
2865 op->update_stats ();
2866
2867 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2868 }
2869
2870 /* if this flesh contains a new ability focus, we mark it
2871 into the ability_force and it will take effect on next level */
2872 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2873 {
2874 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2875
2876 if (meal->last_eat != abil->stats.exp)
2877 op->statusmsg (format (
2878 "Your metabolism prepares to focus on %s!\n"
2879 "The change will happen at level %d.",
2880 change_resist_msg[meal->last_eat],
2881 abil->level + 1
2882 ));
2883 else
2884 {
2885 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2886 abil->last_eat = 0;
2887 }
2888 }
2889
2890 return 1;
2891}
2892
2893/**
2894 * op eats food.
2895 * If player, takes care of messages and dragon special food.
2896 */
2897static void
2898apply_food (object *op, object *tmp)
2899{
2900 int capacity_remaining;
2901
2902 if (op->type != PLAYER)
2903 op->stats.hp = op->stats.maxhp;
2904 else
2905 {
2906 /* check if this is a dragon (player), eating some flesh */
2907 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2908 ;
2909 else
2910 {
2911 /* usual case - no dragon meal: */
2912 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2913 {
2914 if (tmp->type == FOOD || tmp->type == FLESH)
2915 op->failmsg ("You feel full, but what a waste of food!");
2916 else
2917 op->statusmsg ("Most of the drink goes down your face not your throat!");
2918 }
2919
2920 tmp->play_sound (
2921 tmp->sound
2922 ? tmp->sound
2923 : tmp->type == DRINK
2924 ? sound_find ("eat_drink")
2925 : sound_find ("eat_food")
2926 );
2927
2928 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2929 {
2930 const char *buf;
2931
2932 if (!op->is_dragon ())
2933 {
2934 /* eating message for normal players */
2935 if (tmp->type == DRINK)
2936 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2937 else
2938 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2939 }
2940 else
2941 /* eating message for dragon players */
2942 buf = format ("The %s tasted terrible!", &tmp->name);
2943
2944 op->statusmsg (buf);
2945
2946 capacity_remaining = MAX_FOOD - op->stats.food;
2947 op->stats.food += tmp->stats.food;
2948 if (capacity_remaining < tmp->stats.food)
2949 op->stats.hp += capacity_remaining / 50;
2950 else
2951 op->stats.hp += tmp->stats.food / 50;
2952
2953 min_it (op->stats.hp, op->stats.maxhp);
2954 min_it (op->stats.food, MAX_FOOD);
2955 }
2956
2957 /* special food hack -b.t. */
2958 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2959 eat_special_food (op, tmp);
2960 }
2961 }
2962
2963 handle_apply_yield (tmp);
2964 tmp->decrease ();
2965}
2966
2967/**
2968 * Handles applying an improve armor scroll.
2969 * Does some sanity checks, then calls improve_armour.
2970 */
2971static void
2972apply_armour_improver (object *op, object *tmp)
2973{
2974 object *armor;
2975
2976 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2977 {
2978 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2979 return;
2980 }
2981
2982 armor = find_marked_object (op);
2983
2984 if (!armor)
2985 {
2986 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2987 return;
2988 }
2989
2990 if (armor->type != ARMOUR
2991 && armor->type != CLOAK
2992 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2993 {
2994 op->failmsg ("Your marked item is not armour!\n");
2995 return;
2996 }
2997
2998 op->statusmsg ("Applying armour enchantment.");
2999 improve_armour (op, tmp, armor);
3000}
3001
3002void
3003apply_poison (object *op, object *tmp)
3004{
3005 // need to do it now when it is still on the map
3006 handle_apply_yield (tmp);
3007
3008 object *poison = tmp->split (1);
3009
3010 if (op->type == PLAYER)
3011 {
3012 op->contr->play_sound (sound_find ("drink_poison"));
3013 op->failmsg ("Yech! That tasted poisonous!");
3014 op->contr->killer = poison;
3015 }
3016
3017 if (poison->stats.hp > 0)
3018 {
3019 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3020 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3021 }
3022
3023 op->stats.food -= op->stats.food / 4;
3024 poison->destroy ();
3025}
3026
3027/**
3028 * This function will try to apply a lighter and in case no lighter
3029 * is specified it will try to find a lighter in the players inventory,
3030 * and inform him about this requirement.
3031 *
3032 * who - the player
3033 * op - the item we want to light
3034 * lighter - the lighter or 0 if a lighter has yet to be found
3035 */
3036static object *
3037auto_apply_lighter (object *who, object *op, object *lighter)
3038{
3039 if (lighter == 0)
3040 {
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 {
3043 if (tmp->type == LIGHTER)
3044 {
3045 lighter = tmp;
3046 break;
3047 }
3048 }
3049
3050 if (!lighter)
3051 {
3052 who->failmsg (format (
3053 "You can't light up the %s with your bare hands! "
3054 "H<You need a lighter in your inventory, for example a flint and steel.>",
3055 &op->name));
3056 return 0;
3057 }
3058 }
3059
3060 // last_eat == 0 means the lighter is not being used up!
3061 if (lighter->last_eat && lighter->stats.food)
3062 {
3063 /* lighter gets used up */
3064 lighter = lighter->split ();
3065 lighter->stats.food--;
3066 who->insert (lighter);
3067 }
3068 else if (lighter->last_eat)
3069 {
3070 /* no charges left in lighter */
3071 who->failmsg (format (
3072 "You attempt to light the %s with a used up %s.",
3073 &op->name, &lighter->name));
3074 return 0;
3075 }
3076
3077 return lighter;
3078}
3079
3080/**
3081 * Designed primarily to light torches/lanterns/etc.
3082 * Also burns up burnable material too. First object in the inventory is
3083 * the selected object to "burn". -b.t.
3084 */
3085static void
3086apply_lighter (object *who, object *lighter)
3087{
3088 object *item;
3089 int is_player_env = 0;
3090
3091 item = find_marked_object (who);
3092 if (item)
3093 {
3094 if (!auto_apply_lighter (who, item, lighter))
3095 return;
3096
3097 /* Perhaps we should split what we are trying to light on fire?
3098 * I can't see many times when you would want to light multiple
3099 * objects at once.
3100 */
3101
3102 save_throw_object (item, AT_FIRE, who);
3103
3104 if (item->destroyed ()
3105 || ((item->type == LAMP || item->type == TORCH)
3106 && item->glow_radius > 0))
3107 who->statusmsg (format (
3108 "You light the %s with the %s.",
3109 &item->name, &lighter->name));
3110 else
3111 who->failmsg (format (
3112 "You attempt to light the %s with the %s and fail.",
3113 &item->name, &lighter->name));
3114 }
3115 else
3116 who->failmsg ("You need to mark a lightable object.");
3117}
3118
3119/**
3120 * This function generates a cursed effect for cursed lamps and torches.
3121 */
3122static void
3123player_apply_lamp_cursed_effect (object *who, object *op)
3124{
3125 if (op->level)
3126 {
3127 who->failmsg (format (
3128 "The %s was cursed, it explodes in a big fireball!",
3129 &op->name));
3130 create_exploding_ball_at (who, op->level);
3131 }
3132 else
3133 {
3134 who->failmsg (format (
3135 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3136 &op->name));
3137 }
3138
3139 op->destroy ();
3140}
3141
3142/**
3143 * Apply for players and lamps
3144 *
3145 * who - the player
3146 * op - the lamp
3147 */
3148static void
3149player_apply_lamp (object *who, object *op)
3150{
3151 bool switch_on = op->glow_radius ? false : true;
3152
3153 if (switch_on)
3154 {
3155 object *lighter = 0;
3156
3157 if (op->flag [FLAG_IS_LIGHTABLE]
3158 && !(lighter = auto_apply_lighter (who, op, 0)))
3159 return;
3160
3161 if (op->stats.food < 1)
3162 {
3163 if (op->type == LAMP)
3164 who->failmsg (format (
3165 "The %s is out of fuel! "
3166 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3167 &op->name));
3168 else
3169 who->failmsg (format (
3170 "The %s is burnt out! "
3171 "H<Torches and similar items burn out and become worthless.>",
3172 &op->name));
3173 return;
3174 }
3175
3176 if (op->flag [FLAG_CURSED])
3177 {
3178 player_apply_lamp_cursed_effect (who, op);
3179 return;
3180 }
3181
3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
3199 {
3200 who->statusmsg (format (
3201 "You put out the %s. "
3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203 &op->name, &op->name));
3204 }
3205 else
3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
3214
3215 apply_lamp (op, switch_on);
3216}
3217
3218void get_animation_from_arch (object *op, arch_ptr a)
3219{
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235}
3236
3237/**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243void apply_lamp (object *op, bool switch_on)
3244{
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272}
3273
3274/**
3275 * This handles items of type 'transformer'.
3276 * Basically those items, used with a marked item, transform both items into something
3277 * else.
3278 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279 * Change information is contained in the 'slaying' field of the marked item.
3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
3281 * This way an item can be transformed in many things, and/or many objects.
3282 * The 'slaying' field for transformer is used as verb for the action.
3283 */
3284static void
3285apply_item_transformer (object *pl, object *transformer)
3286{
3287 object *marked;
3288 object *new_item;
3289 const char *find;
3290 char *separator;
3291 int yield;
3292 char got[MAX_BUF];
3293 int len;
3294
3295 if (!pl || !transformer)
3296 return;
3297
3298 marked = find_marked_object (pl);
3299
3300 if (!marked)
3301 {
3302 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3303 return;
3304 }
3305
3306 if (!marked->slaying)
3307 {
3308 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3309 return;
3310 }
3311
3312 /* check whether they are compatible or not */
3313 find = strstr (&marked->slaying, transformer->arch->archname);
3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315 {
3316 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3317 return;
3318 }
3319
3320 find += strlen (transformer->arch->archname) + 1;
3321 /* Item can be used, now find how many and what it yields */
3322 if (isdigit (*(find)))
3323 {
3324 yield = atoi (find);
3325 if (yield < 1)
3326 {
3327 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328 yield = 1;
3329 }
3330 }
3331 else
3332 yield = 1;
3333
3334 while (isdigit (*find))
3335 find++;
3336
3337 while (*find == ' ')
3338 find++;
3339
3340 memset (got, 0, MAX_BUF);
3341
3342 if ((separator = (char *) strchr (find, ';')))
3343 len = separator - find;
3344 else
3345 len = strlen (find);
3346
3347 min_it (len, MAX_BUF - 1);
3348
3349 strcpy (got, find);
3350 got[len] = '\0';
3351
3352 /* Now create new item, remove used ones when required. */
3353 new_item = get_archetype (got);
3354 if (!new_item)
3355 {
3356 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3357 return;
3358 }
3359
3360 new_item->nrof = yield;
3361
3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363
3364 pl->insert (new_item);
3365 /* Eat up one item */
3366 marked->decrease ();
3367
3368 /* Eat one transformer if needed */
3369 if (transformer->stats.food)
3370 if (--transformer->stats.food == 0)
3371 transformer->decrease ();
3372}
3373
3374/**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387static bool
3388manual_apply (object *who, object *op, int aflag)
3389{
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3410 return apply_special (who, op, aflag);
3411
3412 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
3526 char buf[MAX_BUF];
3527 timeofday_t tod;
3528
3529 get_tod (&tod);
3530 who->play_sound (sound_find ("sound_clock"));
3531 who->statusmsg (format (
3532 "It is %d minute%s past %d o'clock %s",
3533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3534 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3535 ));
3536 }
3537 break;
3538
3539 case MENU:
3540 shop_listing (op, who);
3541 break;
3542
3543 case POWER_CRYSTAL:
3544 apply_power_crystal (who, op); /* see egoitem.c */
3545 break;
3546
3547 case LIGHTER: /* for lighting torches/lanterns/etc */
3548 apply_lighter (who, op);
3549 break;
3550
3551 case ITEM_TRANSFORMER:
3552 apply_item_transformer (who, op);
3553 break;
3554 }
3555
3556 return 1;
3557 }
3558 else
3559 {
3560 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3561 return 0;
3562 }
3563}
3564
3565/**
3566 * player_apply_below attempts to apply the object 'below' the player.
3567 * If the player has an open container, we use that for below, otherwise
3568 * we use the ground.
3569 */
3570void
3571player_apply_below (object *pl)
3572{
3573 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3574
3575 /* If using a container, set the starting item to be the top
3576 * item in the container. Otherwise, use the map.
3577 */
3578
3579 // first try to apply "applyables"
3580 for (object *tmp = top; tmp; tmp = tmp->below)
3581 // the tmp->cb is a hack to allow user-extendable types...
3582 if (!tmp->invisible && (apply_types [tmp->type] || tmp->cb))
3583 {
3584 // If it is visible, player can apply it.
3585 pl->apply (tmp);
3586 return;
3587 }
3588
3589 while (top && top->invisible)
3590 top = top->below;
3591
3592 if (!top || top->flag [FLAG_IS_FLOOR])
3593 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3594 "H<There is nothing here that you can apply.>");
3595 else
3596 // next, try to explain the topmost object
3597 switch (top->type)
3598 {
3599 // TODO: all this should move to examine
3600 case ALTAR:
3601 case IDENTIFY_ALTAR:
3602 case TRIGGER_ALTAR:
3603 case CONVERTER:
3604 //case TRIGGER_PEDESTAL:
3605 pl->failmsg (format (
3606 "You see no obvious mechanism on the %s."
3607 "H<You have to drop one or more specific items here.>",
3608 query_short_name (top)
3609 ));
3610 break;
3611
3612 case BUTTON:
3613 case TRIGGER_BUTTON:
3614 pl->failmsg (format (
3615 "The %s looks as if you could activate it with somehting heavy. "
3616 "H<You must put enough items here to activate it.>",
3617 query_short_name (top)
3618 ));
3619 break;
3620
3621 default:
3622 examine (pl, top);
3623 break;
3624 }
3625}
3626
3627// saner interface, returns successful status
3628bool
3629object::apply (object *ob, int aflags)
3630{
3631 if (!ob) // simplifies a lot of callers
3632 return true;
3633
3634 if (contr)
3635 {
3636 if (!ob->env && (move_type & MOVE_FLYING))
3637 {
3638 /* player is flying and applying object not in inventory */
3639 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3640 {
3641 failmsg ("But you are floating high above the ground! "
3642 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3643 "or waiting till the levitation effect wears off.>");
3644 return 0;
3645 }
3646 }
3647
3648 contr->last_used = ob;
3649 }
3650
3651 bool want_apply =
3652 aflags & AP_APPLY ? true
3653 : aflags & AP_UNAPPLY ? false
3654 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3655
3656 object_ptr *slot = 0;
3657
3658 // detect the slot, if this is a player
3659 if (contr && !(aflags & AP_NO_SLOT))
3660 {
3661 object *oslot;
3662
3663 switch (ob->type)
3664 {
3665 case WEAPON:
3666 slot = &contr->combat_ob;
3667 oslot = contr->ranged_ob;
3668 break;
3669
3670 case BOW:
3671 case RANGED:
3672 case SPELL:
3673 case WAND:
3674 case ROD:
3675 case HORN:
3676 case BUILDER:
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 break;
3680
3681 // oh, the humanity
3682 case SKILL:
3683 if (aflags & AP_NO_SLOT)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3687 break;
3688
3689 if (skill_flags [ob->subtype] & SF_COMBAT)
3690 {
3691 slot = &contr->combat_ob;
3692 oslot = contr->ranged_ob;
3693 }
3694 else if (skill_flags [ob->subtype] & SF_RANGED)
3695 {
3696 slot = &contr->ranged_ob;
3697 oslot = contr->combat_ob;
3698 }
3699
3700 break;
3701 }
3702
3703 // now handle slot exclusions
3704 if (slot)
3705 {
3706 // only one slot can be active
3707 if (want_apply)
3708 {
3709 // clear slot unless we are in it already
3710 if (*slot != ob)
3711 apply (*slot, AP_UNAPPLY);
3712
3713 // unapply other slot, because we want to become active
3714 apply (oslot, AP_UNAPPLY);
3715 }
3716
3717 // clear item from slot if applied
3718 if (!want_apply && current_weapon == ob)
3719 current_weapon = 0;
3720 }
3721 }
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 manual_apply (this, ob, aflags);
3725
3726 if (ob->flag [FLAG_APPLIED] != want_apply)
3727 return false;
3728
3729 if (slot && want_apply)
3730 current_weapon = *slot = ob;
3731
3732 return true;
3686} 3733}
3687 3734
3688/** 3735/**
3689 * Map was just loaded, handle op's initialisation. 3736 * Map was just loaded, handle op's initialisation.
3690 * 3737 *

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