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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 1.266 by root, Tue May 25 02:49:11 2010 UTC

30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/** 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 (TRANSPORT);
63 name_flag = 1; 71 set (EXIT);
64 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
65 } 85 }
86} apply_types_player_only;
66 87
67 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
68 * name or race that matches. 89// 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 90
76 /* If the director has slaying set, only affect objects where none 91static 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{ 92{
95 dynbuf_text &buf = msg_dynbuf; buf.clear (); 93 apply_types ()
96 94 : 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 { 95 {
126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
127 { 97 set (TRIGGER);
128 if (operate_altar (altar, &money, pl)) 98 set (SCROLL);
129 { 99 set (POTION);
130 identify (id); 100 set (CLOSE_CON);
131 101 set (CONTAINER);
132 buf.printf ("You have %s.\r", long_desc (id, pl)); 102 set (LAMP);
133 if (id->msg) 103 set (TORCH);
134 buf << "The item has a story:\r" << id->msg << "\n\n"; 104 set (DRINK);
135 105 set (FOOD);
136 /* If no more money, might as well quit now */ 106 set (FLESH);
137 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
138 break; 108 set (POWER_CRYSTAL);
139 } 109 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 } 110 }
147 111} 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}
393 112
394/**************************************************************************** 113/****************************************************************************
395 * Weapon improvement code follows 114 * Weapon improvement code follows
396 ****************************************************************************/ 115 ****************************************************************************/
397 116
421 if (!item) 140 if (!item)
422 return 0; 141 return 0;
423 142
424 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
425 if (op->arch->archname == item) 144 if (op->arch->archname == item)
426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
428 count += op->number_of (); 147 count += op->number_of ();
429 148
430 return count; 149 return count;
431} 150}
432 151
479 if (improver->slaying) 198 if (improver->slaying)
480 { 199 {
481 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
482 if (count < 1) 201 if (count < 1)
483 { 202 {
484 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
485 return 0; 204 return 0;
486 } 205 }
487 } 206 }
488 else 207 else
489 count = 1; 208 count = 1;
532 */ 251 */
533static int 252static int
534prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
535{ 254{
536 int sacrifice_count, i; 255 int sacrifice_count, i;
537 char buf[MAX_BUF];
538 256
539 if (weapon->level != 0) 257 if (weapon->level != 0)
540 { 258 {
541 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
542 return 0; 260 return 0;
571 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level 291 &weapon->name, weapon->level
574 )); 292 ));
575 293
576 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
577 weapon->name = weapon->name_pl = buf;
578 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
579 slot at once! */ 296 slot at once! */
580 improver->decrease (); 297 improver->decrease ();
581 weapon->last_eat = 0; 298 weapon->last_eat = 0;
582 return 1; 299 return 1;
614 { 331 {
615 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
616 return 0; 333 return 0;
617 } 334 }
618 335
619 if (QUERY_FLAG (weapon, FLAG_APPLIED) 336 if (weapon->flag [FLAG_APPLIED]
620 && !check_item_power (op, weapon->item_power + 1)) 337 && !check_item_power (op, weapon->item_power + 1))
621 { 338 {
622 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
623 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
624 "really want to improve it."); 341 "really want to improve it.");
674 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
675 392
676 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
677 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
678 { 395 {
679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
680 return 0; 397 return 0;
681 } 398 }
682 399
683 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
684 weapon->item_power++; 401 weapon->item_power++;
706 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
707 */ 424 */
708static int 425static int
709check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
710{ 427{
711 object *otmp;
712
713 if (op->type != PLAYER) 428 if (op->type != PLAYER)
714 return 0; 429 return 0;
715 430
716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
717 { 432 {
718 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
719 return 0; 434 return 0;
720 } 435 }
721 436
722 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
723 438
724 if (!otmp) 439 if (!otmp)
725 { 440 {
726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
727 return 0; 442 return 0;
728 } 443 }
729 444
730 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
731 { 446 {
732 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
733 return 0; 454 return 0;
734 } 455 }
735 456
736 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
737 458
763 * changing of physical area right now. 484 * changing of physical area right now.
764 */ 485 */
765static int 486static int
766improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
767{ 488{
768 object *tmp;
769
770 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
771 { 490 {
772 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
773 return 0; 492 return 0;
774 } 493 }
785 } 504 }
786 505
787 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
788 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
789 */ 508 */
790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
791 510
792 armour->magic++; 511 armour->magic++;
793 512
794 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
795 { 514 {
833 552
834 if (op->type == PLAYER) 553 if (op->type == PLAYER)
835 { 554 {
836 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
837 556
838 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
839 op->update_stats (); 558 op->update_stats ();
840 } 559 }
841 560
842 improver->decrease (); 561 improver->decrease ();
843 562
923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
924 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
925 ob_to_copy = ob; 644 ob_to_copy = ob;
926 645
927 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
929 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
930 } 649 }
931 else 650 else
932 { 651 {
933 if (!conv_to) 652 if (!conv_to)
946 665
947 if (nr) 666 if (nr)
948 item->nrof *= nr; 667 item->nrof *= nr;
949 668
950 if (converter->flag [FLAG_PRECIOUS]) 669 if (converter->flag [FLAG_PRECIOUS])
951 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
952 671
953 if (converter->is_in_shop ()) 672 if (converter->is_in_shop ())
954 { 673 {
955 // converters on shop floors don't work anymore, bug lets check for it 674 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it. 675 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ()); 677 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID); 678 item->set_flag (FLAG_UNPAID);
960 } 679 }
961 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
962 { 681 {
963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 */ 687 */
969 } 688 }
970 689
971 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
973 if (need_identify (item)) 692 if (item->need_identify ())
974 identify (item); 693 identify (item);
975 694
976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
977 return 1; 697 return 1;
978} 698}
979 699
980/** 700/**
981 * Handle apply on containers. 701 * Handle apply on containers.
1012 op->close_container (); 732 op->close_container ();
1013 return 1; 733 return 1;
1014 } 734 }
1015 else if (!sack->env) 735 else if (!sack->env)
1016 { 736 {
1017 // active, but not ours: some other player has opened it 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1019 return 1; 741 return 1;
1020 } 742 }
743 }
1021 744
1022 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1023 } 747 {
1024 else if (sack->env) 748 if (object *tmp = find_key (op, op, sack))
749 {
750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751 }
752 else
753 {
754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755 esrv_update_item (UPD_FLAGS, op, sack);
756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
1025 { 762 {
1026 // it is in our env, so activate it, do not open yet 763 // it is in our env, so activate it, do not open yet
1027 op->close_container (); 764 op->close_container ();
1028 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1029 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1030 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1031 return 1;
1032 }
1033
1034 // it's locked?
1035 if (sack->slaying)
1036 { 768 }
1037 if (object *tmp = find_key (op, op, sack))
1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1039 else 769 else
1040 {
1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1042 return 1;
1043 }
1044 }
1045
1046 op->open_container (sack); 770 op->open_container (sack);
1047 771
1048 return 1; 772 return 1;
1049} 773}
1050 774
1051/** 775/**
1099{ 823{
1100 int rv = 0; 824 int rv = 0;
1101 double opinion; 825 double opinion;
1102 object *tmp, *next; 826 object *tmp, *next;
1103 827
1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1105 829
1106 bool has_unpaid = false; 830 bool has_unpaid = false;
1107 831
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to 832 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :( 833 // a quick and small change :(
1122 */ 846 */
1123 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1124 { 848 {
1125 next = tmp->below; 849 next = tmp->below;
1126 850
1127 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1128 { 852 {
1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1130 854
1131 if (i >= 0) 855 if (i >= 0)
1132 tmp->move (i); 856 tmp->move (i);
1133 } 857 }
1134 } 858 }
1135 859
1136 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1137 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1138 return 0; 862 return 0;
1139 863
1140 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1141 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1142 */ 866 */
1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1144 { 868 {
1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1147 871
1148 if (i != -1) 872 if (i != -1)
1203 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1204 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1205 } 929 }
1206 } 930 }
1207 931
1208 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1209 return rv; 933 return rv;
1210} 934}
1211 935
1212/** 936/**
1213 * Handles applying a sign. 937 * Handles applying a sign.
1241 op->failmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1242 966
1243 return; 967 return;
1244 } 968 }
1245 969
1246 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1247 sign->last_eat++; 971 sign->last_eat++;
1248 } 972 }
1249 973
1250 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1251 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1252 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1253 * to us). 977 * to us).
1254 */ 978 */
1255 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1256 { 980 {
1257 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1258 return; 982 return;
1259 } 983 }
1260 984
1301 EXIT_Y (trap) + freearr_y[dir], 1025 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim); 1026 0, victim);
1303} 1027}
1304 1028
1305/** 1029/**
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. 1030 * Unapplies specified item.
2920 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2921 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2922 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2923 */ 1034 */
2924static int 1035static bool
2925unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2926{ 1037{
2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2929 return RESULT_INT (0); 1040 return RESULT_INT (0);
2952 who->flag [FLAG_READY_WEAPON] = false; 1063 who->flag [FLAG_READY_WEAPON] = false;
2953 1064
2954 // unapplying a weapon or skill tool should also unapply the skill it governs 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
2955 // but this is hard, as it shouldn't do so when the skill can 1066 // but this is hard, as it shouldn't do so when the skill can
2956 // be used for other reasons 1067 // be used for other reasons
1068 //TODO: really?
2957 if (who->chosen_skill) 1069 if (who->chosen_skill)
2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2959 unapply_special (who, op, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2960 1072
2961 break; 1073 break;
2962 1074
1075 case RANGED:
2963 case BOW: 1076 case BOW:
2964 case WAND: 1077 case WAND:
2965 case ROD: 1078 case ROD:
2966 case HORN: 1079 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
2969 { 1081 {
2970 who->statusmsg (format ("You unready %s.", query_name (op))); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op); 1083 change_abil (who, op);
2972 } 1084 }
2973 else 1085 else
2974 { 1086 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW) 1087 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false; 1088 op->flag [FLAG_READY_BOW ] = false;
2979 else 1089 else
2980 op->flag [FLAG_READY_RANGE] = false; 1090 op->flag [FLAG_READY_RANGE] = false;
2981 } 1091 }
3011 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
3013 1123
3014 who->update_stats (); 1124 who->update_stats ();
3015 1125
3016 return 0; 1126 return 1;
3017} 1127}
3018 1128
3019/** 1129/**
3020 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
3021 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
3057#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
3061 1171
3062static int 1172static bool
3063unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3064{ 1174{
3065 if (op->is_range ()) 1175 if (op->is_range ())
3066 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3068 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3069 { 1179 {
3070 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3071 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3072 else 1182 else
3073 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3076 { 1186 {
3077 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
3078 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
3079 * at least generate the message. 1189 * at least generate the message.
3080 */ 1190 */
3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3082 return 1; 1192 return 1;
3083 } 1193 }
3084 1194
3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3086 { 1196 {
3106#endif 1216#endif
3107 return 1; 1217 return 1;
3108 } 1218 }
3109 1219
3110 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
3111 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3112 { 1222 {
3113 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3114 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3115 else 1225 else
3116 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3120 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3121 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
3122 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
3123 * one cursed ring.) 1233 * one cursed ring.)
3124 */ 1234 */
3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3126 } 1236 }
3127 1237
3128 last = tmp->below; 1238 last = tmp->below;
3129 } 1239 }
3130 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3228 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3229 * because you can't control those just by body location - bows, shields, 1339 * because you can't control those just by body location - bows, shields,
3230 * and weapons all use the same slot. Similar for horn/rod/wand - they 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3231 * all use the same location. 1341 * all use the same location.
3232 */ 1342 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3234 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3235 1345
3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3237 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3238 1348
3239 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3240 { 1350 {
3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3242 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3243 1353
3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3245 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3246 1356
3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3248 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3249 1359
3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3251 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3252 } 1362 }
3253 1363
3254 return retval; 1364 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} 1365}
3345 1366
3346/** 1367/**
3347 * who is the object using the object. It can be a monster. 1368 * 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, 1369 * op is the object they are using. op is an equipment type item,
3368 */ 1389 */
3369 1390
3370#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372 1393
3373int 1394static bool
3374apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3375{ 1396{
3376 int basic_flag = aflags & AP_MODE; 1397 int basic_flag = aflags & AP_MODE;
3377 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *tmp2, *skop = NULL;
3378 1399
3380 { 1401 {
3381 LOG (llevError, "apply_special() from object without environment.\n"); 1402 LOG (llevError, "apply_special() from object without environment.\n");
3382 return 1; 1403 return 1;
3383 } 1404 }
3384 1405
1406 //TODO: remove these when apply_special is no longer exposed
3385 if (op->env != who) 1407 if (op->env != who)
3386 return 1; /* op is not in inventory */ 1408 return 1; /* op is not in inventory */
3387 1409
3388 /* trying to unequip op */ 1410 /* trying to unequip op */
3389 if (QUERY_FLAG (op, FLAG_APPLIED)) 1411 if (op->flag [FLAG_APPLIED])
3390 { 1412 {
3391 /* always apply, so no reason to unapply */ 1413 /* always apply, so no reason to unapply */
3392 if (basic_flag == AP_APPLY) 1414 if (basic_flag == AP_APPLY)
3393 return 0; 1415 return 0;
3394 1416
3395 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1417 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3396 { 1418 {
3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1419 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3398 return 1; 1420 return 1;
3399 } 1421 }
3400 1422
3401 return unapply_special (who, op, aflags); 1423 return unapply_special (who, op, aflags);
3402 } 1424 }
3408 /* Can't just apply this object. Lets see what not and what to do */ 1430 /* Can't just apply this object. Lets see what not and what to do */
3409 if (int i = can_apply_object (who, op)) 1431 if (int i = can_apply_object (who, op))
3410 { 1432 {
3411 if (i & CAN_APPLY_NEVER) 1433 if (i & CAN_APPLY_NEVER)
3412 { 1434 {
3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1435 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3414 return 1; 1436 return 1;
3415 } 1437 }
3416 else if (i & CAN_APPLY_RESTRICTION) 1438 else if (i & CAN_APPLY_RESTRICTION)
3417 { 1439 {
3418 who->failmsg (format ( 1440 who->failmsgf (
3419 "You have a prohibition against using a %s. " 1441 "You have a prohibition against using a %s. "
3420 "H<Your belief, profession or class prevents you from applying this item.>", 1442 "H<Your belief, profession or class prevents you from applying this item.>",
3421 query_name (op) 1443 query_name (op)
3422 )); 1444 );
3423 return 1; 1445 return 1;
3424 } 1446 }
3425 1447
3426 if (who->type != PLAYER) 1448 if (who->type != PLAYER)
3427 { 1449 {
3448 // try to ready attached skill first 1470 // try to ready attached skill first
3449 skop = find_skill_by_name (who, op->skill); 1471 skop = find_skill_by_name (who, op->skill);
3450 1472
3451 if (!skop) 1473 if (!skop)
3452 { 1474 {
3453 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1475 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3454 return 1; 1476 return 1;
3455 } 1477 }
3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) 1478 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3457 { 1479 {
3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill)); 1480 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3459 return 1; 1481 return 1;
3460 } 1482 }
3461 } 1483 }
3462 1484
3463 if (!check_item_power (who, op->item_power)) 1485 if (!check_item_power (who, op->item_power))
3495 if (player *pl = who->contr) 1517 if (player *pl = who->contr)
3496 { 1518 {
3497 who->statusmsg (format ("You wield %s.", query_name (op))); 1519 who->statusmsg (format ("You wield %s.", query_name (op)));
3498 change_abil (who, op); 1520 change_abil (who, op);
3499 } 1521 }
3500 else
3501 who->change_skill (skop);
3502 1522
3503 op->flag [FLAG_READY_WEAPON] = true; 1523 op->flag [FLAG_READY_WEAPON] = true;
3504 break; 1524 break;
3505 1525
3506 case ARMOUR: 1526 case ARMOUR:
3511 case GIRDLE: 1531 case GIRDLE:
3512 case BRACERS: 1532 case BRACERS:
3513 case CLOAK: 1533 case CLOAK:
3514 case RING: 1534 case RING:
3515 case AMULET: 1535 case AMULET:
3516 SET_FLAG (op, FLAG_APPLIED); 1536 op->set_flag (FLAG_APPLIED);
3517 who->statusmsg (format ("You wear %s.", query_name (op))); 1537 who->statusmsg (format ("You wear %s.", query_name (op)));
3518 change_abil (who, op); 1538 change_abil (who, op);
3519 break; 1539 break;
3520 1540
3521 case SKILL_TOOL: 1541 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill 1542 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself 1543 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though 1544 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED); 1545 op->set_flag (FLAG_APPLIED);
3526 break; 1546 break;
3527 1547
3528 case SKILL: 1548 case SKILL:
3529 if (!(aflags & AP_NO_SLOT))
3530 {
3531 // skill is used on it's own, as opposed to being a chosen_skill
3532
3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3534 {
3535 who->failmsg (format (
3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3538 "It cannot be used on its own.>",
3539 &op->skill
3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3554 else
3555 who->failmsg (format (
3556 "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.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr) 1549 if (who->contr)
3566 who->statusmsg (format ( 1550 if (op->invisible)
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.", 1551 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3568 query_name (op),
3569 &op->skill
3570 ));
3571 } 1552 else
1553 who->statusmsg (format ("You ready %s.", query_name (op)));
3572 1554
3573 SET_FLAG (who, FLAG_READY_SKILL); 1555 who->set_flag (FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED); 1556 op->set_flag (FLAG_APPLIED);
3575 change_abil (who, op); 1557 change_abil (who, op);
3576 break; 1558 break;
3577 1559
3578 case BOW: 1560 case BOW:
3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) 1561 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3610 1592
3611 /*FALLTHROUGH*/ 1593 /*FALLTHROUGH*/
3612 case WAND: 1594 case WAND:
3613 case ROD: 1595 case ROD:
3614 case HORN: 1596 case HORN:
3615 /* check for skill, alter player status */
3616
3617 if (!skop)
3618 {
3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3621 return 1;
3622 }
3623
3624 op->flag [FLAG_APPLIED] = true; 1597 op->flag [FLAG_APPLIED] = true;
3625 1598
3626 if (player *pl = who->contr) 1599 if (player *pl = who->contr)
3627 { 1600 {
3628 who->statusmsg (format ("You ready %s.", query_name (op))); 1601 who->statusmsg (format ("You ready %s.", query_name (op)));
3632 1605
3633 change_abil (who, op); 1606 change_abil (who, op);
3634 } 1607 }
3635 else 1608 else
3636 { 1609 {
3637 who->change_skill (skop);
3638
3639 if (op->type == BOW) 1610 if (op->type == BOW)
3640 op->flag [FLAG_READY_BOW ] = true; 1611 op->flag [FLAG_READY_BOW ] = true;
3641 else 1612 else
3642 op->flag [FLAG_READY_RANGE] = true; 1613 op->flag [FLAG_READY_RANGE] = true;
3643 } 1614 }
3654 1625
3655 default: 1626 default:
3656 who->statusmsg (format ("You apply %s.", query_name (op))); 1627 who->statusmsg (format ("You apply %s.", query_name (op)));
3657 } 1628 }
3658 1629
3659 SET_FLAG (op, FLAG_APPLIED); 1630 op->set_flag (FLAG_APPLIED);
3660 1631
3661 if (tmp) who->insert (tmp); 1632 if (tmp) who->insert (tmp);
3662 1633
3663 who->update_stats (); 1634 who->update_stats ();
3664 1635
3665 /* We exclude spell casting objects. The fire code will set the 1636 /* We exclude spell casting objects. The fire code will set the
3666 * been applied flag when they are used - until that point, 1637 * been applied flag when they are used - until that point,
3667 * you don't know anything about them. 1638 * you don't know anything about them.
3668 */ 1639 */
3669 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1640 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3670 SET_FLAG (op, FLAG_BEEN_APPLIED); 1641 op->set_flag (FLAG_BEEN_APPLIED);
3671 1642
3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1643 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3673 if (who->type == PLAYER) 1644 if (who->type == PLAYER)
3674 { 1645 {
3675 who->failmsg ( 1646 who->failmsg (
3676 "Oops, it feels deadly cold! " 1647 "Oops, it feels deadly cold! "
3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1648 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 ); 1649 );
3679 SET_FLAG (op, FLAG_KNOWN_CURSED); 1650 op->set_flag (FLAG_KNOWN_CURSED);
3680 } 1651 }
3681 1652
3682 if (object *pl = op->visible_to ()) 1653 if (object *pl = op->visible_to ())
3683 esrv_send_item (pl, op); 1654 esrv_send_item (pl, op);
3684 1655
3685 return 0; 1656 return 0;
1657}
1658
1659/**
1660 * Check if op should abort moving victim because of it's race or slaying.
1661 * Returns 1 if it should abort, returns 0 if it should continue.
1662 */
1663int
1664should_director_abort (object *op, object *victim)
1665{
1666 int arch_flag, name_flag, race_flag;
1667
1668 /* Get flags to determine what of arch, name, and race should be checked.
1669 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1670 * the next is the name flag, and the last is the race flag. Also note,
1671 * if subtype is set to zero, that also goes to defaults of all affecting
1672 * it. Examples:
1673 * subtype 1: only arch
1674 * subtype 3: arch or name
1675 * subtype 5: arch or race
1676 * subtype 7: all three
1677 */
1678 if (op->subtype)
1679 {
1680 arch_flag = op->subtype & 1;
1681 name_flag = op->subtype & 2;
1682 race_flag = op->subtype & 4;
1683 }
1684 else
1685 {
1686 arch_flag = 1;
1687 name_flag = 1;
1688 race_flag = 1;
1689 }
1690
1691 /* If the director has race set, only affect objects with a arch,
1692 * name or race that matches.
1693 */
1694 if ((op->race) &&
1695 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1696 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1697 ((!(victim->race && race_flag) || op->race != victim->race)))
1698 return 1;
1699
1700 /* If the director has slaying set, only affect objects where none
1701 * of arch, name, or race match.
1702 */
1703 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1704 ((victim->name && name_flag && op->slaying == victim->name)) ||
1705 ((victim->race && race_flag && op->slaying == victim->race)))
1706 return 1;
1707
1708 return 0;
1709}
1710
1711/**
1712 * This handles a player dropping money on an altar to identify stuff.
1713 * It'll identify marked item, if none all items up to dropped money.
1714 * Return value: 1 if money was destroyed, 0 if not.
1715 */
1716static int
1717apply_id_altar (object *money, object *altar, object *pl)
1718{
1719 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1720
1721 if (!pl || pl->type != PLAYER)
1722 return 0;
1723
1724 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1725 * identifying' from being printed out more than it needs to be.
1726 */
1727 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1728 return 0;
1729
1730 /* if the player has a marked item, identify that if it needs to be
1731 * identified. If it doesn't, then go through the player inventory.
1732 */
1733 if (object *marked = pl->mark ())
1734 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (marked);
1739
1740 buf.printf ("You have %s.\r", long_desc (marked, pl));
1741 if (marked->msg)
1742 buf << "The item has a story:\r" << marked->msg << "\n\n";
1743
1744 return !money;
1745 }
1746 }
1747
1748 for (object *id = pl->inv; id; id = id->below)
1749 {
1750 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1751 {
1752 if (operate_altar (altar, &money, pl))
1753 {
1754 identify (id);
1755
1756 buf.printf ("You have %s.\r", long_desc (id, pl));
1757 if (id->msg)
1758 buf << "The item has a story:\r" << id->msg << "\n\n";
1759
1760 /* If no more money, might as well quit now */
1761 if (!money || !check_altar_sacrifice (altar, money))
1762 break;
1763 }
1764 else
1765 {
1766 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1767 break;
1768 }
1769 }
1770 }
1771
1772 if (buf.empty ())
1773 pl->failmsg ("You have nothing that needs identifying");
1774 else
1775 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1776
1777 return !money;
1778}
1779
1780/**
1781 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1782 * matching item.
1783 **/
1784void
1785handle_apply_yield (object *tmp)
1786{
1787 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1788 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1789}
1790
1791/**
1792 * Handles applying a potion.
1793 */
1794int
1795apply_potion (object *op, object *tmp)
1796{
1797 int got_one = 0, i;
1798 object *force = 0;
1799
1800 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1801
1802 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1803 {
1804 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1805
1806 tmp->clr_flag (FLAG_APPLIED);
1807 return 0;
1808 }
1809
1810 if (op->type == PLAYER)
1811 if (!tmp->flag [FLAG_IDENTIFIED])
1812 identify (tmp);
1813
1814 handle_apply_yield (tmp);
1815
1816 /* Potion of restoration - only for players */
1817 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1818 {
1819 object *depl;
1820 archetype *at;
1821
1822 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1823 {
1824 op->drain_stat ();
1825 op->update_stats ();
1826 tmp->decrease ();
1827 return 1;
1828 }
1829
1830 if (!(at = archetype::find (shstr_depletion)))
1831 {
1832 LOG (llevError, "Could not find archetype depletion\n");
1833 return 0;
1834 }
1835
1836 depl = present_arch_in_ob (at, op);
1837
1838 if (depl)
1839 {
1840 for (i = 0; i < NUM_STATS; i++)
1841 if (depl->stats.stat (i))
1842 op->statusmsg (restore_msg[i]);
1843
1844 depl->destroy ();
1845 op->update_stats ();
1846 }
1847 else
1848 op->statusmsg ("Your potion had no effect.");
1849
1850 tmp->decrease ();
1851 return 1;
1852 }
1853
1854 /* improvement potion - only for players */
1855 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1856 {
1857 for (i = 1; i < min (11, op->level); i++)
1858 {
1859 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 {
1861 if (op->contr->levhp[i] != 1)
1862 {
1863 op->contr->levhp[i] = 1;
1864 break;
1865 }
1866
1867 if (op->contr->levsp[i] != 1)
1868 {
1869 op->contr->levsp[i] = 1;
1870 break;
1871 }
1872
1873 if (op->contr->levgrace[i] != 1)
1874 {
1875 op->contr->levgrace[i] = 1;
1876 break;
1877 }
1878 }
1879 else
1880 {
1881 if (op->contr->levhp[i] < 9)
1882 {
1883 op->contr->levhp[i] = 9;
1884 break;
1885 }
1886
1887 if (op->contr->levsp[i] < 6)
1888 {
1889 op->contr->levsp[i] = 6;
1890 break;
1891 }
1892
1893 if (op->contr->levgrace[i] < 3)
1894 {
1895 op->contr->levgrace[i] = 3;
1896 break;
1897 }
1898 }
1899 }
1900
1901 /* Just makes checking easier */
1902 if (i < min (11, op->level))
1903 got_one = 1;
1904
1905 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1906 {
1907 if (got_one)
1908 {
1909 op->update_stats ();
1910 op->statusmsg ("The Gods smile upon you and remake you "
1911 "a little more in their image. "
1912 "You feel a little more perfect.", NDI_GREEN);
1913 }
1914 else
1915 op->statusmsg ("The potion had no effect - you are already perfect.");
1916 }
1917 else
1918 { /* cursed potion */
1919 if (got_one)
1920 {
1921 op->update_stats ();
1922 op->failmsg ("The Gods are angry and punish you.");
1923 }
1924 else
1925 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1926 }
1927
1928 tmp->decrease ();
1929 return 1;
1930 }
1931
1932
1933 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1934 * and heroism all fit into this category. Given the spell object code,
1935 * there is no limit to the number of spells that potions can be cast,
1936 * but direction is problematic to try and imbue fireball potions for example.
1937 */
1938 if (tmp->inv)
1939 {
1940 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1941 {
1942 op->failmsg ("Yech! Your lungs are on fire!");
1943 create_exploding_ball_at (op, op->level);
1944 }
1945 else
1946 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1947
1948 tmp->decrease ();
1949
1950 /* if youre dead, no point in doing this... */
1951 if (!op->flag [FLAG_REMOVED])
1952 op->update_stats ();
1953
1954 return 1;
1955 }
1956
1957 /* Deal with protection potions */
1958 force = NULL;
1959 for (i = 0; i < NROFATTACKS; i++)
1960 {
1961 if (tmp->resist[i])
1962 {
1963 if (!force)
1964 force = get_archetype (FORCE_NAME);
1965
1966 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1967 force->type = POTION_EFFECT;
1968 break; /* Only need to find one protection since we copy entire batch */
1969 }
1970 }
1971
1972 /* This is a protection potion */
1973 if (force)
1974 {
1975 /* cursed items last longer */
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 force->stats.food *= 10;
1979 for (i = 0; i < NROFATTACKS; i++)
1980 if (force->resist[i] > 0)
1981 force->resist[i] = -force->resist[i]; /* prot => vuln */
1982 }
1983
1984 force->speed_left = -1;
1985 force = insert_ob_in_ob (force, op);
1986 tmp->clr_flag (FLAG_APPLIED);
1987 force->set_flag (FLAG_APPLIED);
1988 change_abil (op, force);
1989 tmp->decrease ();
1990 return 1;
1991 }
1992
1993 /* Only thing left are the stat potions */
1994 if (op->type == PLAYER)
1995 { /* only for players */
1996 if ((tmp->flag [FLAG_CURSED]
1997 || tmp->flag [FLAG_DAMNED])
1998 && tmp->value != 0)
1999 tmp->clr_flag (FLAG_APPLIED);
2000 else
2001 tmp->set_flag (FLAG_APPLIED);
2002
2003 if (!change_abil (op, tmp))
2004 op->statusmsg ("Nothing happened.");
2005 }
2006
2007 /* CLEAR_FLAG is so that if the character has other potions
2008 * that were grouped with the one consumed, his
2009 * stat will not be raised by them. fix_player just clears
2010 * up all the stats.
2011 */
2012 tmp->clr_flag (FLAG_APPLIED);
2013 op->update_stats ();
2014 tmp->decrease ();
2015 return 1;
2016}
2017
2018/**
2019 * 'victim' moves onto 'trap'
2020 * 'victim' leaves 'trap'
2021 * effect is determined by move_on/move_off of trap and move_type of victime.
2022 *
2023 * originator: Player, monster or other object that caused 'victim' to move
2024 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2025 * However, some types of traps require an originator to function.
2026 */
2027void
2028move_apply (object *trap, object *victim, object *originator)
2029{
2030 static int recursion_depth = 0;
2031
2032 trap = trap->head_ ();
2033
2034 /* Only exits affect DMs. */
2035 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2036 return;
2037
2038 /* move_apply() is the most likely candidate for causing unwanted and
2039 * possibly unlimited recursion.
2040 */
2041
2042 /* The following was changed because it was causing perfectly correct
2043 * maps to fail. 1) it's not an error to recurse:
2044 * rune detonates, summoning monster. monster lands on nearby rune.
2045 * nearby rune detonates. This sort of recursion is expected and
2046 * proper. This code was causing needless crashes.
2047 */
2048 if (recursion_depth >= 500)
2049 {
2050 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2051 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2052 return;
2053 }
2054
2055 recursion_depth++;
2056
2057 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2058 switch (trap->type)
2059 {
2060 case PLAYERMOVER:
2061 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2062 {
2063 if (!trap->stats.maxsp)
2064 trap->stats.maxsp = 2;
2065
2066 /* Is this correct? From the docs, it doesn't look like it
2067 * should be divided by trap->speed
2068 */
2069 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2070
2071 /* Just put in some sanity check. I think there is a bug in the
2072 * above with some objects have zero speed, and thus the player
2073 * getting permanently paralyzed.
2074 */
2075 victim->speed_left = max (-50.f, victim->speed_left);
2076 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2077 }
2078 break;
2079
2080 case SPINNER:
2081 if (victim->direction)
2082 {
2083 victim->direction = absdir (victim->direction - trap->stats.sp);
2084 update_turn_face (victim);
2085 }
2086 break;
2087
2088 case DIRECTOR:
2089 if (victim->direction && !should_director_abort (trap, victim))
2090 {
2091 victim->direction = trap->stats.sp;
2092 update_turn_face (victim);
2093 }
2094 break;
2095
2096 case BUTTON:
2097 case PEDESTAL:
2098 case T_MATCH:
2099 update_button (trap, originator);
2100 break;
2101
2102 case ALTAR:
2103 /* sacrifice victim on trap */
2104 apply_altar (trap, victim, originator);
2105 break;
2106
2107 case THROWN_OBJ:
2108 if (trap->inv == NULL)
2109 break;
2110 /* fallthrough */
2111
2112 case ARROW:
2113 /* bad bug: monster throw a object, make a step forwards, step on object ,
2114 * trigger this here and get hit by own missile - and will be own enemy.
2115 * Victim then is his own enemy and will start to kill herself (this is
2116 * removed) but we have not synced victim and his missile. To avoid senseless
2117 * action, we avoid hits here
2118 */
2119 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2120 && trap->owner != victim)
2121 hit_with_arrow (trap, victim);
2122 break;
2123
2124 case SPELL_EFFECT:
2125 apply_spell_effect (trap, victim);
2126 break;
2127
2128 case TRAPDOOR:
2129 {
2130 int max, sound_was_played;
2131 object *ab, *ab_next;
2132
2133 if (!trap->value)
2134 {
2135 int tot;
2136
2137 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2138 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139 tot += ab->head_ ()->total_weight ();
2140
2141 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2142 break;
2143
2144 SET_ANIMATION (trap, trap->value);
2145 update_object (trap, UP_OBJ_FACE);
2146 }
2147
2148 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2149 {
2150 /* need to set this up, since if we do transfer the object,
2151 * ab->above would be bogus
2152 */
2153 ab_next = ab->above;
2154
2155 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2156 {
2157 if (!sound_was_played)
2158 {
2159 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2160 sound_was_played = 1;
2161 }
2162
2163 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2164 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2165 }
2166 }
2167 break;
2168 }
2169
2170 case CONVERTER:
2171 if (convert_item (victim, trap) < 0)
2172 {
2173 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2174 archetype::get (shstr_burnout)->insert_at (trap, trap);
2175 }
2176
2177 break;
2178
2179 case TRIGGER_BUTTON:
2180 case TRIGGER_PEDESTAL:
2181 case TRIGGER_ALTAR:
2182 check_trigger (trap, victim, originator);
2183 break;
2184
2185 case DEEP_SWAMP:
2186 walk_on_deep_swamp (trap, victim);
2187 break;
2188
2189 case CHECK_INV:
2190 check_inv (victim, trap);
2191 break;
2192
2193 case HOLE:
2194 move_apply_hole (trap, victim);
2195 break;
2196
2197 case EXIT:
2198 if (victim->type == PLAYER && EXIT_PATH (trap))
2199 {
2200 /* Basically, don't show exits leading to random maps the
2201 * players output.
2202 */
2203 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2204 victim->statusmsg (trap->msg, NDI_NAVY);
2205
2206 trap->play_sound (trap->sound);
2207 victim->enter_exit (trap);
2208 }
2209 break;
2210
2211 case ENCOUNTER:
2212 /* may be some leftovers on this */
2213 break;
2214
2215 case SHOP_MAT:
2216 apply_shop_mat (trap, victim);
2217 break;
2218
2219 /* Drop a certain amount of gold, and have one item identified */
2220 case IDENTIFY_ALTAR:
2221 apply_id_altar (victim, trap, originator);
2222 break;
2223
2224 case SIGN:
2225 if (victim->type != PLAYER && trap->stats.food > 0)
2226 break; /* monsters musn't apply magic_mouths with counters */
2227
2228 apply_sign (victim, trap, 1);
2229 break;
2230
2231 case CONTAINER:
2232 apply_container (victim, trap);
2233 break;
2234
2235 case RUNE:
2236 case TRAP:
2237 if (trap->level && victim->flag [FLAG_ALIVE])
2238 spring_trap (trap, victim);
2239 break;
2240
2241 default:
2242 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2243 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2244 break;
2245 }
2246
2247 recursion_depth--;
2248}
2249
2250/**
2251 * Handles reading a regular (ie not containing a spell) book.
2252 */
2253static void
2254apply_book (object *op, object *tmp)
2255{
2256 int lev_diff;
2257 object *skill_ob;
2258
2259 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2260 {
2261 op->failmsg ("You are unable to read while blind!");
2262 return;
2263 }
2264
2265 if (!tmp->msg)
2266 {
2267 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2268 return;
2269 }
2270
2271 /* need a literacy skill to read stuff! */
2272 skill_ob = find_skill_by_name (op, tmp->skill);
2273 if (!skill_ob)
2274 {
2275 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2276 return;
2277 }
2278
2279 lev_diff = tmp->level - (skill_ob->level + 5);
2280 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2281 {
2282 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2283 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2284 : lev_diff < 5 ? "This book is beyond your comprehension."
2285 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2286 : lev_diff < 15 ? "This book is way beyond your comprehension."
2287 : "This book is totally beyond your comprehension.");
2288 return;
2289 }
2290
2291 // we currently don't use the message types for anything.
2292 // readable_message_type *msgType = get_readable_message_type (tmp);
2293
2294 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2295
2296 if (player *pl = op->contr)
2297 if (client *ns = pl->ns)
2298 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2299
2300 /* gain xp from reading */
2301 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2302 { /* only if not read before */
2303 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2304
2305 if (!tmp->flag [FLAG_IDENTIFIED])
2306 {
2307 /*exp_gain *= 2; because they just identified it too */
2308 tmp->set_flag (FLAG_IDENTIFIED);
2309
2310 if (object *pl = tmp->visible_to ())
2311 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2312 }
2313
2314 change_exp (op, exp_gain, skill_ob->skill, 0);
2315 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2316 }
2317}
2318
2319/**
2320 * op made some mistake with a scroll, this takes care of punishment.
2321 * scroll_failure()- hacked directly from spell_failure
2322 */
2323static void
2324scroll_failure (object *op, int failure, int power)
2325{
2326 if (abs (failure / 4) > power)
2327 power = abs (failure / 4); /* set minimum effect */
2328
2329 if (failure <= -1 && failure > -15)
2330 { /* wonder */
2331 object *tmp;
2332
2333 op->failmsg ("Your spell warps!");
2334 tmp = get_archetype (SPELL_WONDER);
2335 cast_wonder (op, op, 0, tmp);
2336 tmp->destroy ();
2337 }
2338 else if (failure <= -15 && failure > -35)
2339 { /* drain mana */
2340 op->failmsg ("Your mana is drained!");
2341 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2342 if (op->stats.sp < 0)
2343 op->stats.sp = 0;
2344 }
2345 else if (settings.spell_failure_effects == TRUE)
2346 {
2347 if (failure <= -35 && failure > -60)
2348 { /* confusion */
2349 op->failmsg ("The magic recoils on you!");
2350 confuse_player (op, op, power);
2351 }
2352 else if (failure <= -60 && failure > -70)
2353 { /* paralysis */
2354 op->failmsg ("The magic recoils and paralyzes you!");
2355 paralyze_player (op, op, power);
2356 }
2357 else if (failure <= -70 && failure > -80)
2358 { /* blind */
2359 op->failmsg ("The magic recoils on you!");
2360 blind_player (op, op, power);
2361 }
2362 else if (failure <= -80)
2363 { /* blast the immediate area */
2364 object *tmp = get_archetype (LOOSE_MANA);
2365 cast_magic_storm (op, tmp, power);
2366 op->failmsg ("You unleash uncontrolled mana!");
2367 tmp->destroy ();
2368 }
2369 }
2370}
2371
2372/**
2373 * Handles the applying of a skill scroll, calling learn_skill straight.
2374 * op is the person learning the skill, tmp is the skill scroll object
2375 */
2376static void
2377apply_skillscroll (object *op, object *tmp)
2378{
2379 switch (learn_skill (op, tmp))
2380 {
2381 case 0:
2382 op->play_sound (sound_find ("generic_fail"));
2383 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2384 break;
2385
2386 case 1:
2387 tmp->decrease ();
2388 op->play_sound (sound_find ("skill_learn"));
2389 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2390 break;
2391
2392 default:
2393 tmp->decrease ();
2394 op->play_sound (sound_find ("generic_fail"));
2395 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2396 break;
2397 }
2398}
2399
2400/**
2401 * Actually makes op learn spell.
2402 * Informs player of what happens.
2403 */
2404void
2405do_learn_spell (object *op, object *spell, int special_prayer)
2406{
2407 object *tmp;
2408
2409 if (op->type != PLAYER)
2410 {
2411 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2412 return;
2413 }
2414
2415 /* Upgrade special prayers to normal prayers */
2416 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2417 {
2418 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2419 {
2420 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2421 return;
2422 }
2423 return;
2424 }
2425
2426 op->contr->play_sound (sound_find ("learn_spell"));
2427
2428 tmp = spell->clone ();
2429 insert_ob_in_ob (tmp, op);
2430
2431 if (special_prayer)
2432 tmp->set_flag (FLAG_STARTEQUIP);
2433
2434 esrv_add_spells (op->contr, tmp);
2435}
2436
2437/**
2438 * Erases spell from player's inventory.
2439 */
2440void
2441do_forget_spell (object *op, const char *spell)
2442{
2443 object *spob;
2444
2445 if (op->type != PLAYER)
2446 {
2447 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2448 return;
2449 }
2450 if ((spob = check_spell_known (op, spell)) == NULL)
2451 {
2452 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2453 return;
2454 }
2455
2456 op->failmsgf ("You lose knowledge of %s.", spell);
2457 esrv_remove_spell (op->contr, spob);
2458 spob->destroy ();
2459}
2460
2461/**
2462 * Handles player applying a spellbook.
2463 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2464 * stuff like that. Random learning failure too.
2465 */
2466static void
2467apply_spellbook (object *op, object *tmp)
2468{
2469 object *skop, *spell, *spell_skill;
2470
2471 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2472 {
2473 op->failmsg ("You are unable to read while blind.");
2474 return;
2475 }
2476
2477 /* artifact_spellbooks have 'slaying' field point to a spell name,
2478 * instead of having their spell stored in stats.sp. These are
2479 * legacy spellbooks
2480 */
2481 if (tmp->slaying)
2482 {
2483 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2484
2485 if (!spell)
2486 {
2487 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2488 return;
2489 }
2490 else
2491 insert_ob_in_ob (spell, tmp);
2492
2493 tmp->slaying = 0;
2494 }
2495
2496 skop = find_skill_by_name (op, tmp->skill);
2497
2498 /* need a literacy skill to learn spells. Also, having a literacy level
2499 * lower than the spell will make learning the spell more difficult */
2500 if (!skop)
2501 {
2502 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2503 return;
2504 }
2505
2506 spell = tmp->inv;
2507
2508 if (!spell)
2509 {
2510 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2511 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2512 return;
2513 }
2514
2515 int learn_level = sqrtf (spell->level) * 1.5f;
2516 if (skop->level < learn_level)
2517 {
2518 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2519 &tmp->skill, learn_level);
2520 return;
2521 }
2522
2523 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2524
2525 if (!tmp->flag [FLAG_IDENTIFIED])
2526 identify (tmp);
2527
2528 /* I removed the check for special_prayer_mark here - it didn't make
2529 * a lot of sense - special prayers are not found in spellbooks, and
2530 * if the player doesn't know the spell, doesn't make a lot of sense that
2531 * they would have a special prayer mark.
2532 */
2533 if (check_spell_known (op, spell->name))
2534 {
2535 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2536 return;
2537 }
2538
2539 if (spell->skill)
2540 {
2541 spell_skill = find_skill_by_name (op, spell->skill);
2542
2543 if (!spell_skill)
2544 {
2545 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2546 return;
2547 }
2548
2549 if (spell_skill->level < spell->level)
2550 {
2551 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2552 return;
2553 }
2554 }
2555
2556 /* Logic as follows
2557 *
2558 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2559 *
2560 * 2- The learner's skill level in literacy adjusts the chance to learn
2561 * a spell.
2562 *
2563 * 3 -Automatically fail to learn if you read while confused
2564 *
2565 * Overall, chances are the same but a player will find having a high
2566 * literacy rate very useful! -b.t.
2567 */
2568 if (op->flag [FLAG_CONFUSED])
2569 {
2570 op->failmsg ("In your confused state you flub the wording of the text!");
2571 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2572 }
2573 else if (tmp->flag [FLAG_STARTEQUIP] ||
2574 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2575 {
2576 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2577 do_learn_spell (op, spell, 0);
2578
2579 /* xp gain to literacy for spell learning */
2580 if (!tmp->flag [FLAG_STARTEQUIP])
2581 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2582 }
2583 else
2584 {
2585 op->contr->play_sound (sound_find ("fumble_spell"));
2586 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2587 }
2588
2589 tmp->decrease ();
2590}
2591
2592/**
2593 * Handles applying a spell scroll.
2594 */
2595void
2596apply_scroll (object *op, object *tmp, int dir)
2597{
2598 object *skop;
2599
2600 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2601 {
2602 op->failmsg ("You are unable to read while blind.");
2603 return;
2604 }
2605
2606 if (!tmp->inv || tmp->inv->type != SPELL)
2607 {
2608 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2609 return;
2610 }
2611
2612 if (op->type == PLAYER)
2613 {
2614 /* players need a literacy skill to read stuff! */
2615 int exp_gain = 0;
2616
2617 /* hard code literacy - tmp->skill points to where the exp
2618 * should go for anything killed by the spell.
2619 */
2620 skop = find_skill_by_name (op, shstr_literacy);
2621
2622 if (!skop)
2623 {
2624 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2625 return;
2626 }
2627
2628 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2629 change_exp (op, exp_gain, skop->skill, 0);
2630 }
2631
2632 if (!tmp->flag [FLAG_IDENTIFIED])
2633 identify (tmp);
2634
2635 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2636
2637 cast_spell (op, tmp, dir, tmp->inv, NULL);
2638 tmp->decrease ();
2639}
2640
2641/**
2642 * Applies a treasure object - by default, chest. op
2643 * is the person doing the applying, tmp is the treasure
2644 * chest.
2645 */
2646static void
2647apply_treasure (object *op, object *tmp)
2648{
2649 /* Nice side effect of this treasure creation method is that the treasure
2650 * for the chest is done when the chest is created, and put into the chest
2651 * inventory. So that when the chest burns up, the items still exist. Also
2652 * prevents people from moving chests to more difficult maps to get better
2653 * treasure
2654 */
2655 object *treas = tmp->inv;
2656
2657 if (!treas)
2658 {
2659 op->statusmsg ("The chest was empty.");
2660 tmp->decrease ();
2661 return;
2662 }
2663
2664 while (tmp->inv)
2665 {
2666 treas = tmp->inv;
2667 treas->remove ();
2668
2669 treas->x = op->x;
2670 treas->y = op->y;
2671 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2672
2673 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2674 spring_trap (treas, op);
2675
2676 /* If either player or container was destroyed, no need to do
2677 * further processing. I think this should be enclused with
2678 * spring trap above, as I don't think there is otherwise
2679 * any way for the treasure chest or player to get killed.
2680 */
2681 if (op->destroyed () || tmp->destroyed ())
2682 break;
2683 }
2684
2685 if (!tmp->destroyed () && !tmp->inv)
2686 tmp->decrease (true);
2687}
2688
2689/**
2690 * A dragon is eating some flesh. If the flesh contains resistances,
2691 * there is a chance for the dragon's skin to get improved.
2692 *
2693 * attributes:
2694 * object *op the object (dragon player) eating the flesh
2695 * object *meal the flesh item, getting chewed in dragon's mouth
2696 * return:
2697 * int 1 if eating successful, 0 if it doesn't work
2698 */
2699static int
2700dragon_eat_flesh (object *op, object *meal)
2701{
2702 object *skin = NULL; /* pointer to dragon skin force */
2703 object *abil = NULL; /* pointer to dragon ability force */
2704 object *tmp = NULL; /* tmp. object */
2705
2706 double chance; /* improvement-chance of one resistance type */
2707 double totalchance = 1; /* total chance of gaining one resistance */
2708 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2709 double mbonus = 0; /* monster bonus */
2710 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2711 int winners = 0; /* number of winners */
2712 int i; /* index */
2713
2714 /* let's make sure and doublecheck the parameters */
2715 if (meal->type != FLESH || !op->is_dragon ())
2716 return 0;
2717
2718 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2719 from the player's inventory */
2720 for (tmp = op->inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE)
2722 if (tmp->arch->archname == shstr_dragon_skin_force)
2723 skin = tmp;
2724 else if (tmp->arch->archname == shstr_dragon_ability_force)
2725 abil = tmp;
2726
2727 /* if either skin or ability are missing, this is an old player
2728 which is not to be considered a dragon -> bail out */
2729 if (skin == NULL || abil == NULL)
2730 return 0;
2731
2732 /* now start by filling stomache and health, according to food-value */
2733 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2734 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2735 else
2736 op->stats.hp += meal->stats.food / 50;
2737
2738 min_it (op->stats.hp, op->stats.maxhp);
2739 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2740
2741 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2742
2743 /* on to the interesting part: chances for adding resistance */
2744 for (i = 0; i < NROFATTACKS; i++)
2745 {
2746 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2747 {
2748 /* got positive resistance, now calculate improvement chance (0-100) */
2749
2750 /* this bonus makes resistance increase easier at lower levels */
2751 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2752 if (i == abil->stats.exp)
2753 bonus += 5; /* additional bonus for resistance of ability-focus */
2754
2755 /* monster bonus increases with level, because high-level
2756 flesh is too rare */
2757 mbonus = op->level * 20. / ((double) settings.max_level);
2758
2759 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2760 ((double)settings.max_level)) - skin->resist[i];
2761
2762 if (chance >= 0.)
2763 chance += 1.;
2764 else
2765 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2766
2767 /* chance is proportional to amount of resistance (max. 50) */
2768 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2769
2770 /* doubled chance for resistance of ability-focus */
2771 if (i == abil->stats.exp)
2772 chance = min (100., chance * 2.);
2773
2774 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2775 if (rndm (10000) < (unsigned int)(chance * 100))
2776 {
2777 atnr_winner[winners] = i;
2778 winners++;
2779 }
2780
2781 if (chance >= 0.01)
2782 totalchance *= 1 - chance / 100;
2783
2784 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2785 }
2786 }
2787
2788 /* inverse totalchance as until now we have the failure-chance */
2789 totalchance = 100 - totalchance * 100;
2790
2791 /* print message according to totalchance */
2792 const char *buf;
2793 if (totalchance > 50.)
2794 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2795 else if (totalchance > 10.)
2796 buf = format ("The %s tasted very good.", &meal->name);
2797 else if (totalchance > 1.)
2798 buf = format ("The %s tasted good.", &meal->name);
2799 else if (totalchance > 0.1)
2800 buf = format ("The %s tasted bland.", &meal->name);
2801 else if (totalchance >= 0.01)
2802 buf = format ("The %s had a boring taste.", &meal->name);
2803 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2804 buf = format ("The %s tasted strange.", &meal->name);
2805 else
2806 buf = format ("The %s had no taste.", &meal->name);
2807
2808 op->statusmsg (buf);
2809
2810 /* now choose a winner if we have any */
2811 i = -1;
2812 if (winners > 0)
2813 i = atnr_winner [rndm (winners)];
2814
2815 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2816 {
2817 /* resistance increased! */
2818 skin->resist[i]++;
2819 op->update_stats ();
2820
2821 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2822 }
2823
2824 /* if this flesh contains a new ability focus, we mark it
2825 into the ability_force and it will take effect on next level */
2826 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2827 {
2828 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2829
2830 if (meal->last_eat != abil->stats.exp)
2831 op->statusmsg (format (
2832 "Your metabolism prepares to focus on %s!\n"
2833 "The change will happen at level %d.",
2834 change_resist_msg[meal->last_eat],
2835 abil->level + 1
2836 ));
2837 else
2838 {
2839 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2840 abil->last_eat = 0;
2841 }
2842 }
2843
2844 return 1;
2845}
2846
2847/**
2848 * op eats food.
2849 * If player, takes care of messages and dragon special food.
2850 */
2851static void
2852apply_food (object *op, object *tmp)
2853{
2854 int capacity_remaining;
2855
2856 if (op->type != PLAYER)
2857 op->stats.hp = op->stats.maxhp;
2858 else
2859 {
2860 /* check if this is a dragon (player), eating some flesh */
2861 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2862 ;
2863 else
2864 {
2865 /* usual case - no dragon meal: */
2866 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2867 {
2868 if (tmp->type == FOOD || tmp->type == FLESH)
2869 op->failmsg ("You feel full, but what a waste of food!");
2870 else
2871 op->statusmsg ("Most of the drink goes down your face not your throat!");
2872 }
2873
2874 tmp->play_sound (
2875 tmp->sound
2876 ? tmp->sound
2877 : tmp->type == DRINK
2878 ? sound_find ("eat_drink")
2879 : sound_find ("eat_food")
2880 );
2881
2882 if (!tmp->flag [FLAG_CURSED])
2883 {
2884 const char *buf;
2885
2886 if (!op->is_dragon ())
2887 {
2888 /* eating message for normal players */
2889 if (tmp->type == DRINK)
2890 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2891 else
2892 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2893 }
2894 else
2895 /* eating message for dragon players */
2896 buf = format ("The %s tasted terrible!", &tmp->name);
2897
2898 op->statusmsg (buf);
2899
2900 capacity_remaining = MAX_FOOD - op->stats.food;
2901 op->stats.food += tmp->stats.food;
2902 if (capacity_remaining < tmp->stats.food)
2903 op->stats.hp += capacity_remaining / 50;
2904 else
2905 op->stats.hp += tmp->stats.food / 50;
2906
2907 min_it (op->stats.hp, op->stats.maxhp);
2908 min_it (op->stats.food, MAX_FOOD);
2909 }
2910
2911 /* special food hack -b.t. */
2912 if (tmp->title || tmp->flag [FLAG_CURSED])
2913 eat_special_food (op, tmp);
2914 }
2915 }
2916
2917 handle_apply_yield (tmp);
2918 tmp->decrease ();
2919}
2920
2921/**
2922 * Handles applying an improve armor scroll.
2923 * Does some sanity checks, then calls improve_armour.
2924 */
2925static void
2926apply_armour_improver (object *op, object *tmp)
2927{
2928 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2929 {
2930 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2931 return;
2932 }
2933
2934 object *armor = op->mark ();
2935
2936 if (!armor)
2937 {
2938 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2939 return;
2940 }
2941
2942 if (armor->type != ARMOUR
2943 && armor->type != CLOAK
2944 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2945 {
2946 op->failmsg ("Your marked item is not armour!\n");
2947 return;
2948 }
2949
2950 if (!op->apply (armor, AP_UNAPPLY))
2951 {
2952 op->failmsg ("You are unable to take off your armour to improve it!");
2953 return;
2954 }
2955
2956 op->statusmsg ("Applying armour enchantment.");
2957 improve_armour (op, tmp, armor);
2958}
2959
2960void
2961apply_poison (object *op, object *tmp)
2962{
2963 // need to do it now when it is still on the map
2964 handle_apply_yield (tmp);
2965
2966 object *poison = tmp->split (1);
2967
2968 if (op->type == PLAYER)
2969 {
2970 op->contr->play_sound (sound_find ("drink_poison"));
2971 op->failmsg ("Yech! That tasted poisonous!");
2972 op->contr->killer = poison;
2973 }
2974
2975 if (poison->stats.hp > 0)
2976 {
2977 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2978 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2979 }
2980
2981 op->stats.food -= op->stats.food / 4;
2982 poison->destroy ();
2983}
2984
2985/**
2986 * This function will try to apply a lighter and in case no lighter
2987 * is specified it will try to find a lighter in the players inventory,
2988 * and inform him about this requirement.
2989 *
2990 * who - the player
2991 * op - the item we want to light
2992 * lighter - the lighter or 0 if a lighter has yet to be found
2993 */
2994static object *
2995auto_apply_lighter (object *who, object *op, object *lighter)
2996{
2997 if (lighter == 0)
2998 {
2999 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3000 {
3001 if (tmp->type == LIGHTER)
3002 {
3003 lighter = tmp;
3004 break;
3005 }
3006 }
3007
3008 if (!lighter)
3009 {
3010 who->failmsgf (
3011 "You can't light up the %s with your bare hands! "
3012 "H<You need a lighter in your inventory, for example a flint and steel.>",
3013 &op->name
3014 );
3015 return 0;
3016 }
3017 }
3018
3019 // last_eat == 0 means the lighter is not being used up!
3020 if (lighter->last_eat && lighter->stats.food)
3021 {
3022 /* lighter gets used up */
3023 lighter = lighter->split ();
3024 lighter->stats.food--;
3025 who->insert (lighter);
3026 }
3027 else if (lighter->last_eat)
3028 {
3029 /* no charges left in lighter */
3030 who->failmsgf (
3031 "You attempt to light the %s with a used up %s.",
3032 &op->name, &lighter->name
3033 );
3034 return 0;
3035 }
3036
3037 return lighter;
3038}
3039
3040/**
3041 * Designed primarily to light torches/lanterns/etc.
3042 * Also burns up burnable material too. First object in the inventory is
3043 * the selected object to "burn". -b.t.
3044 */
3045static void
3046apply_lighter (object *who, object *lighter)
3047{
3048 int is_player_env = 0;
3049
3050 if (object *item = who->mark ())
3051 {
3052 if (!auto_apply_lighter (who, item, lighter))
3053 return;
3054
3055 /* Perhaps we should split what we are trying to light on fire?
3056 * I can't see many times when you would want to light multiple
3057 * objects at once.
3058 */
3059
3060 save_throw_object (item, AT_FIRE, who);
3061
3062 if (item->destroyed ()
3063 || ((item->type == LAMP || item->type == TORCH)
3064 && item->glow_radius > 0))
3065 who->statusmsg (format (
3066 "You light the %s with the %s.",
3067 &item->name, &lighter->name
3068 ));
3069 else
3070 who->failmsgf (
3071 "You attempt to light the %s with the %s and fail.",
3072 &item->name, &lighter->name
3073 );
3074 }
3075 else
3076 who->failmsg ("You need to mark a lightable object.");
3077}
3078
3079/**
3080 * This function generates a cursed effect for cursed lamps and torches.
3081 */
3082static void
3083player_apply_lamp_cursed_effect (object *who, object *op)
3084{
3085 if (op->level)
3086 {
3087 who->failmsgf (
3088 "The %s was cursed, it explodes in a big fireball!",
3089 &op->name
3090 );
3091 create_exploding_ball_at (who, op->level);
3092 }
3093 else
3094 {
3095 who->failmsgf (
3096 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3097 &op->name
3098 );
3099 }
3100
3101 op->destroy ();
3102}
3103
3104/**
3105 * Apply for players and lamps
3106 *
3107 * who - the player
3108 * op - the lamp
3109 */
3110static void
3111player_apply_lamp (object *who, object *op)
3112{
3113 bool switch_on = op->glow_radius ? false : true;
3114
3115 if (switch_on)
3116 {
3117 object *lighter = 0;
3118
3119 if (op->flag [FLAG_IS_LIGHTABLE]
3120 && !(lighter = auto_apply_lighter (who, op, 0)))
3121 return;
3122
3123 if (op->stats.food < 1)
3124 {
3125 if (op->type == LAMP)
3126 who->failmsgf (
3127 "The %s is out of fuel! "
3128 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3129 &op->name
3130 );
3131 else
3132 who->failmsgf (
3133 "The %s is burnt out! "
3134 "H<Torches and similar items burn out and become worthless.>",
3135 &op->name
3136 );
3137 return;
3138 }
3139
3140 if (op->flag [FLAG_CURSED])
3141 {
3142 player_apply_lamp_cursed_effect (who, op);
3143 return;
3144 }
3145
3146 if (lighter)
3147 who->statusmsg (format (
3148 "You light up the %s with the %s.", &op->name, &lighter->name));
3149 else
3150 who->statusmsg (format ("You light up the %s.", &op->name));
3151 }
3152 else
3153 {
3154 if (op->flag [FLAG_CURSED])
3155 {
3156 player_apply_lamp_cursed_effect (who, op);
3157 return;
3158 }
3159
3160 if (op->type == TORCH)
3161 {
3162 if (!op->flag [FLAG_IS_LIGHTABLE])
3163 {
3164 who->statusmsg (format (
3165 "You put out the %s. "
3166 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3167 &op->name, &op->name));
3168 }
3169 else
3170 who->statusmsg (format (
3171 "You put out the %s."
3172 "H<Torches wear out if you put them out.>",
3173 &op->name));
3174 }
3175 else
3176 who->statusmsg (format ("You turn off the %s.", &op->name));
3177 }
3178
3179 apply_lamp (op, switch_on);
3180}
3181
3182void get_animation_from_arch (object *op, arch_ptr a)
3183{
3184 op->animation_id = a->animation_id;
3185 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3186 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3187 op->anim_speed = a->anim_speed;
3188 op->last_anim = 0;
3189 op->state = 0;
3190 op->face = a->face;
3191
3192 if (NUM_ANIMATIONS(op) > 1)
3193 {
3194 SET_ANIMATION(op, 0);
3195 animate_object (op, op->direction);
3196 }
3197 else
3198 update_object (op, UP_OBJ_FACE);
3199}
3200
3201/**
3202 * Apply for LAMPs and TORCHes.
3203 *
3204 * op - the lamp
3205 * switch_on - a flag which says whether the lamp should be switched on or off
3206 */
3207void apply_lamp (object *op, bool switch_on)
3208{
3209 op->set_glow_radius (switch_on ? op->range : 0);
3210 op->set_speed (switch_on ? op->arch->speed : 0);
3211
3212 // torches wear out if you put them out
3213 if (op->type == TORCH && !switch_on)
3214 {
3215 if (op->flag [FLAG_IS_LIGHTABLE])
3216 {
3217 op->stats.food -= (double) op->arch->stats.food / 15;
3218 if (op->stats.food < 0)
3219 op->stats.food = 0;
3220 }
3221 else
3222 op->stats.food = 0;
3223 }
3224
3225 // lamps and torched get worthless when used up
3226 if (op->stats.food <= 0)
3227 op->value = 0;
3228
3229 // FIXME: This is a hack to make the more sane torches and lamps
3230 // still animated ;-/
3231 if (op->other_arch)
3232 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3233
3234 if (object *pl = op->visible_to ())
3235 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3236}
3237
3238/**
3239 * This handles items of type 'transformer'.
3240 * Basically those items, used with a marked item, transform both items into something
3241 * else.
3242 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3243 * Change information is contained in the 'slaying' field of the marked item.
3244 * The format is as follow: transformer:[number ]yield[;transformer:...].
3245 * This way an item can be transformed in many things, and/or many objects.
3246 * The 'slaying' field for transformer is used as verb for the action.
3247 */
3248static void
3249apply_item_transformer (object *pl, object *transformer)
3250{
3251 object *new_item;
3252 const char *find;
3253 char *separator;
3254 int yield;
3255 char got[MAX_BUF];
3256 int len;
3257
3258 if (!pl || !transformer)
3259 return;
3260
3261 object *marked = pl->mark ();
3262
3263 if (!marked)
3264 {
3265 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3266 return;
3267 }
3268
3269 if (!marked->slaying)
3270 {
3271 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3272 return;
3273 }
3274
3275 /* check whether they are compatible or not */
3276 find = strstr (&marked->slaying, transformer->arch->archname);
3277 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3278 {
3279 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3280 return;
3281 }
3282
3283 find += strlen (transformer->arch->archname) + 1;
3284 /* Item can be used, now find how many and what it yields */
3285 if (isdigit (*(find)))
3286 {
3287 yield = atoi (find);
3288 if (yield < 1)
3289 {
3290 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3291 yield = 1;
3292 }
3293 }
3294 else
3295 yield = 1;
3296
3297 while (isdigit (*find))
3298 find++;
3299
3300 while (*find == ' ')
3301 find++;
3302
3303 memset (got, 0, MAX_BUF);
3304
3305 if ((separator = (char *) strchr (find, ';')))
3306 len = separator - find;
3307 else
3308 len = strlen (find);
3309
3310 min_it (len, MAX_BUF - 1);
3311
3312 strcpy (got, find);
3313 got[len] = '\0';
3314
3315 /* Now create new item, remove used ones when required. */
3316 new_item = get_archetype (got);
3317 if (!new_item)
3318 {
3319 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3320 return;
3321 }
3322
3323 new_item->nrof = yield;
3324
3325 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3326
3327 pl->insert (new_item);
3328 /* Eat up one item */
3329 marked->decrease ();
3330
3331 /* Eat one transformer if needed */
3332 if (transformer->stats.food)
3333 if (--transformer->stats.food == 0)
3334 transformer->decrease ();
3335}
3336
3337/**
3338 * Main apply handler.
3339 *
3340 * Checks for unpaid items before applying.
3341 *
3342 * Return value is currently not used
3343 *
3344 * who is the object that is causing object to be applied, op is the object
3345 * being applied.
3346 *
3347 * aflag is special (always apply/unapply) flags. Nothing is done with
3348 * them in this function - they are passed to apply_special
3349 */
3350static bool
3351manual_apply (object *who, object *op, int aflag)
3352{
3353 op = op->head_ ();
3354
3355 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3356 {
3357 if (who->contr)
3358 {
3359 examine (who, op);
3360 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3361 return 1;
3362 }
3363 else
3364 return 0; /* monsters just skip unpaid items */
3365 }
3366
3367 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3368 return RESULT_INT (0);
3369 else if (apply_types_inv_only [op->type])
3370 {
3371 // special item, using slot system, needs to be in inv
3372 if (op->env == who)
3373 return apply_special (who, op, aflag);
3374
3375 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3376 }
3377 else if (!who->contr && apply_types_player_only [op->type])
3378 return 0; // monsters shouldn't try to apply player-only stuff
3379 else if (apply_types [op->type])
3380 {
3381 // ordinary stuff, may be on the floor
3382 switch (op->type)
3383 {
3384 case T_HANDLE:
3385 who->play_sound (sound_find ("turn_handle"));
3386 who->statusmsg ("You turn the handle.");
3387 op->value = op->value ? 0 : 1;
3388 SET_ANIMATION (op, op->value);
3389 update_object (op, UP_OBJ_FACE);
3390 push_button (op, who);
3391 break;
3392
3393 case TRIGGER:
3394 if (check_trigger (op, who, who))
3395 {
3396 who->statusmsg ("You turn the handle.");
3397 who->play_sound (sound_find ("turn_handle"));
3398 }
3399 else
3400 who->failmsg ("The handle doesn't move.");
3401
3402 break;
3403
3404 case EXIT:
3405 if (!EXIT_PATH (op))
3406 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3407 else
3408 {
3409 /* Don't display messages for random maps. */
3410 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3411 who->statusmsg (op->msg, NDI_NAVY);
3412
3413 who->enter_exit (op);
3414 }
3415
3416 break;
3417
3418 case INSCRIBABLE:
3419 who->statusmsg (op->msg);
3420 // maybe show a spell menu to chose from or something like that
3421 break;
3422
3423 case SIGN:
3424 apply_sign (who, op, 0);
3425 break;
3426
3427 case BOOK:
3428 apply_book (who, op);
3429 break;
3430
3431 case SKILLSCROLL:
3432 apply_skillscroll (who, op);
3433 break;
3434
3435 case SPELLBOOK:
3436 apply_spellbook (who, op);
3437 break;
3438
3439 case SCROLL:
3440 apply_scroll (who, op, 0);
3441 break;
3442
3443 case POTION:
3444 apply_potion (who, op);
3445 break;
3446
3447 /* Eneq(@csd.uu.se): Handle apply on containers. */
3448 //TODO: remove, as it is unsed?
3449 case CLOSE_CON:
3450 apply_container (who, op->env);
3451 break;
3452
3453 case CONTAINER:
3454 apply_container (who, op);
3455 break;
3456
3457 case TREASURE:
3458 apply_treasure (who, op);
3459 break;
3460
3461 case LAMP:
3462 case TORCH:
3463 player_apply_lamp (who, op);
3464 break;
3465
3466 case DRINK:
3467 case FOOD:
3468 case FLESH:
3469 apply_food (who, op);
3470 break;
3471
3472 case POISON:
3473 apply_poison (who, op);
3474 break;
3475
3476 case SAVEBED:
3477 break;
3478
3479 case ARMOUR_IMPROVER:
3480 apply_armour_improver (who, op);
3481 break;
3482
3483 case WEAPON_IMPROVER:
3484 check_improve_weapon (who, op);
3485 break;
3486
3487 case CLOCK:
3488 {
3489 timeofday_t tod;
3490
3491 get_tod (&tod);
3492 who->play_sound (sound_find ("sound_clock"));
3493 who->statusmsg (format (
3494 "It is %d minute%s past %d o'clock %s",
3495 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3496 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3497 ));
3498 }
3499 break;
3500
3501 case MENU:
3502 shop_listing (op, who);
3503 break;
3504
3505 case POWER_CRYSTAL:
3506 apply_power_crystal (who, op); /* see egoitem.c */
3507 break;
3508
3509 case LIGHTER: /* for lighting torches/lanterns/etc */
3510 apply_lighter (who, op);
3511 break;
3512
3513 case ITEM_TRANSFORMER:
3514 apply_item_transformer (who, op);
3515 break;
3516 }
3517
3518 return 1;
3519 }
3520 else
3521 {
3522 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3523 return 0;
3524 }
3525}
3526
3527/**
3528 * player_apply_below attempts to apply the object 'below' the player.
3529 * If the player has an open container, we use that for below, otherwise
3530 * we use the ground.
3531 */
3532void
3533player_apply_below (object *pl)
3534{
3535 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3536
3537 /* If using a container, set the starting item to be the top
3538 * item in the container. Otherwise, use the map.
3539 */
3540
3541 // first try to apply "applyables"
3542 for (object *tmp = top; tmp; tmp = tmp->below)
3543 if (!tmp->invisible && apply_types [tmp->type])
3544 {
3545 // If it is visible, player can apply it.
3546 pl->apply (tmp);
3547 return;
3548 }
3549
3550 while (top && top->invisible)
3551 top = top->below;
3552
3553 if (!top || top->flag [FLAG_IS_FLOOR])
3554 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3555 "H<There is nothing here that you can apply.>");
3556 else
3557 // next, try to explain the topmost object
3558 switch (top->type)
3559 {
3560 // TODO: all this should move to examine
3561 case ALTAR:
3562 case IDENTIFY_ALTAR:
3563 case TRIGGER_ALTAR:
3564 case CONVERTER:
3565 //case TRIGGER_PEDESTAL:
3566 pl->failmsgf (
3567 "You see no obvious mechanism on the %s."
3568 "H<You have to drop one or more specific items here.>",
3569 query_short_name (top)
3570 );
3571 break;
3572
3573 case BUTTON:
3574 case TRIGGER_BUTTON:
3575 pl->failmsgf (
3576 "The %s looks as if you could activate it with somehting heavy. "
3577 "H<You must put enough items here to activate it.>",
3578 query_short_name (top)
3579 );
3580 break;
3581
3582 default:
3583 examine (pl, top);
3584 break;
3585 }
3586}
3587
3588// saner interface, returns successful status
3589bool
3590object::apply (object *ob, int aflags)
3591{
3592 if (!ob) // simplifies a lot of callers
3593 return true;
3594
3595 if (contr)
3596 {
3597 if (!ob->env && (move_type & MOVE_FLYING))
3598 {
3599 /* player is flying and applying object not in inventory */
3600 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3601 {
3602 failmsg ("But you are floating high above the ground! "
3603 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3604 "or waiting till the levitation effect wears off.>");
3605 return 0;
3606 }
3607 }
3608
3609 contr->last_used = ob;
3610 }
3611
3612 bool want_apply =
3613 aflags & AP_APPLY ? true
3614 : aflags & AP_UNAPPLY ? false
3615 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3616
3617 object_ptr *slot = 0;
3618
3619 // detect the slot, if this is a player
3620 if (contr && !(aflags & AP_NO_SLOT))
3621 {
3622 object *oslot;
3623
3624 switch (ob->type)
3625 {
3626 case WEAPON:
3627 slot = &contr->combat_ob;
3628 oslot = contr->ranged_ob;
3629 break;
3630
3631 case RANGED:
3632 case BOW:
3633 case SPELL:
3634 case WAND:
3635 case ROD:
3636 case HORN:
3637 case BUILDER:
3638 slot = &contr->ranged_ob;
3639 oslot = contr->combat_ob;
3640 break;
3641
3642 // oh, the humanity
3643 case SKILL:
3644 // skill is used on it's own, as opposed to being a chosen_skill
3645
3646 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3647 {
3648 failmsgf (
3649 "You feel as if you wanted to do something funny, but you can't remember what. "
3650 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3651 "It cannot be used on its own.>",
3652 &ob->skill
3653 );
3654 return 1;
3655 }
3656
3657 if (skill_flags [ob->subtype] & SF_AUTARK
3658 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3659 {
3660 if (skill_flags [ob->subtype] & SF_USE)
3661 failmsgf (
3662 "You feel as if you wanted to do something funny, but you can't remember what. "
3663 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3664 &ob->skill, &ob->skill
3665 );
3666 else
3667 failmsgf (
3668 "You feel as if you wanted to do something funny, but you can't remember what. "
3669 "H<The %s skill cannot be readied or used, it is always active.>",
3670 &ob->skill
3671 );
3672
3673 return 1;
3674 }
3675
3676 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3677 break;
3678
3679 if (skill_flags [ob->subtype] & SF_COMBAT)
3680 {
3681 slot = &contr->combat_ob;
3682 oslot = contr->ranged_ob;
3683 }
3684 else if (skill_flags [ob->subtype] & SF_RANGED)
3685 {
3686 slot = &contr->ranged_ob;
3687 oslot = contr->combat_ob;
3688 }
3689
3690 break;
3691 }
3692
3693 // now handle slot exclusions
3694 if (slot)
3695 {
3696 // only one slot can be active
3697 if (want_apply)
3698 {
3699 // clear slot unless we are in it already
3700 if (*slot != ob)
3701 apply (*slot, AP_UNAPPLY);
3702
3703 // unapply other slot, because we want to become active
3704 apply (oslot, AP_UNAPPLY);
3705 }
3706
3707 // clear item from slot if applied
3708 if (!want_apply && current_weapon == ob)
3709 current_weapon = 0;
3710 }
3711 }
3712
3713 if (ob->flag [FLAG_APPLIED] != want_apply)
3714 manual_apply (this, ob, aflags);
3715
3716 if (ob->flag [FLAG_APPLIED] != want_apply)
3717 return false;
3718
3719 if (slot && want_apply)
3720 current_weapon = *slot = ob;
3721
3722 return true;
3686} 3723}
3687 3724
3688/** 3725/**
3689 * Map was just loaded, handle op's initialisation. 3726 * Map was just loaded, handle op's initialisation.
3690 * 3727 *
3694auto_apply (object *op) 3731auto_apply (object *op)
3695{ 3732{
3696 object *tmp = NULL, *tmp2; 3733 object *tmp = NULL, *tmp2;
3697 int i; 3734 int i;
3698 3735
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3736 op->clr_flag (FLAG_AUTO_APPLY);
3700 3737
3701 switch (op->type) 3738 switch (op->type)
3702 { 3739 {
3703 case SHOP_FLOOR: 3740 case SHOP_FLOOR:
3704 if (!op->has_random_items ()) 3741 if (!op->has_random_items ())
3714 == NULL && --i); 3751 == NULL && --i);
3715 3752
3716 if (tmp == NULL) 3753 if (tmp == NULL)
3717 return 0; 3754 return 0;
3718 3755
3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3756 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3720 { 3757 {
3721 tmp->destroy (); 3758 tmp->destroy ();
3722 tmp = NULL; 3759 tmp = NULL;
3723 } 3760 }
3724 } 3761 }
3725 while (!tmp); 3762 while (!tmp);
3726 3763
3727 tmp->x = op->x; 3764 tmp->x = op->x;
3728 tmp->y = op->y; 3765 tmp->y = op->y;
3729 SET_FLAG (tmp, FLAG_UNPAID); 3766 tmp->set_flag (FLAG_UNPAID);
3730 insert_ob_in_map (tmp, op->map, NULL, 0); 3767 insert_ob_in_map (tmp, op->map, NULL, 0);
3731 identify (tmp); 3768 identify (tmp);
3732 break; 3769 break;
3733 3770
3734 case TREASURE: 3771 case TREASURE:
3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3772 if (op->flag [FLAG_IS_A_TEMPLATE])
3736 return 0; 3773 return 0;
3737 3774
3738 while (op->stats.hp-- > 0) 3775 while (op->stats.hp-- > 0)
3739 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3776 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3740 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3777 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3778 3815
3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3816 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3780 { 3817 {
3781 invnext = invtmp->below; 3818 invnext = invtmp->below;
3782 3819
3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3820 if (invtmp->flag [FLAG_AUTO_APPLY])
3784 auto_apply (invtmp); 3821 auto_apply (invtmp);
3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3822 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3786 { 3823 {
3787 while (invtmp->stats.hp-- > 0) 3824 while (invtmp->stats.hp-- > 0)
3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3850 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3851 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3815 tmp->randomitems = NULL; 3852 tmp->randomitems = NULL;
3816 } 3853 }
3817 3854
3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3855 if (tmp->flag [FLAG_AUTO_APPLY])
3819 auto_apply (tmp); 3856 auto_apply (tmp);
3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3857 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3821 { 3858 {
3822 while ((tmp->stats.hp--) > 0) 3859 while ((tmp->stats.hp--) > 0)
3823 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3860 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3825 } 3862 }
3826 else if (tmp->type == TIMED_GATE) 3863 else if (tmp->type == TIMED_GATE)
3827 { 3864 {
3828 object *head = tmp->head != NULL ? tmp->head : tmp; 3865 object *head = tmp->head != NULL ? tmp->head : tmp;
3829 3866
3830 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3867 if (head->flag [FLAG_IS_LINKED])
3831 tmp->set_speed (0); 3868 tmp->set_speed (0);
3832 } 3869 }
3833 /* This function can be called everytime a map is loaded, even when 3870 /* This function can be called everytime a map is loaded, even when
3834 * swapping back in. As such, we don't want to create the treasure 3871 * swapping back in. As such, we don't want to create the treasure
3835 * over and ove again, so after we generate the treasure, blank out 3872 * over and ove again, so after we generate the treasure, blank out
3924 } 3961 }
3925 3962
3926 /* check for hp, sp change */ 3963 /* check for hp, sp change */
3927 if (food->stats.hp != 0) 3964 if (food->stats.hp != 0)
3928 { 3965 {
3929 if (QUERY_FLAG (food, FLAG_CURSED)) 3966 if (food->flag [FLAG_CURSED])
3930 { 3967 {
3931 who->contr->killer = food; 3968 who->contr->killer = food;
3932 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3969 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3933 who->failmsg ("Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3934 } 3971 }
3943 } 3980 }
3944 } 3981 }
3945 3982
3946 if (food->stats.sp != 0) 3983 if (food->stats.sp != 0)
3947 { 3984 {
3948 if (QUERY_FLAG (food, FLAG_CURSED)) 3985 if (food->flag [FLAG_CURSED])
3949 { 3986 {
3950 who->failmsg ("You are drained of mana!"); 3987 who->failmsg ("You are drained of mana!");
3951 who->stats.sp -= food->stats.sp; 3988 who->stats.sp -= food->stats.sp;
3952 if (who->stats.sp < 0) 3989 if (who->stats.sp < 0)
3953 who->stats.sp = 0; 3990 who->stats.sp = 0;
4036 pl->animation_id = change->animation_id; 4073 pl->animation_id = change->animation_id;
4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4074 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4038 } 4075 }
4039 4076
4040 /* check the special case of can't use weapons */ 4077 /* check the special case of can't use weapons */
4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4078 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4042 if (change->name == shstr_monk) 4079 if (change->name == shstr_monk)
4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4080 pl->clr_flag (FLAG_USE_WEAPON);
4044 4081
4045 break; 4082 break;
4046 } 4083 }
4047 } 4084 }
4048} 4085}

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