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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.184 by elmex, Mon Jan 12 00:17:23 2009 UTC vs.
Revision 1.257 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = op->subtype & 1; 41 set (WEAPON);
59 name_flag = op->subtype & 2; 42 set (ARMOUR);
60 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);
61 } 61 }
62 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 ()
63 { 69 {
64 arch_flag = 1; 70 set (EXIT);
65 name_flag = 1; 71 set (BOOK);
66 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 84 }
85} apply_types_player_only;
68 86
69 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
70 * name or race that matches. 88// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 89
78 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 91{
97 dynbuf_text buf; 92 apply_types ()
98 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 94 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
129 { 96 set (TRIGGER);
130 if (operate_altar (altar, &money)) 97 set (SCROLL);
131 { 98 set (POTION);
132 identify (id); 99 set (CLOSE_CON);
133 100 set (CONTAINER);
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
135 if (id->msg) 102 set (TORCH);
136 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
137 104 set (FOOD);
138 /* If no more money, might as well quit now */ 105 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
140 break; 107 set (POWER_CRYSTAL);
141 } 108 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 109 }
149 110} apply_types;
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167}
168
169/**
170 * Handles applying a potion.
171 */
172int
173apply_potion (object *op, object *tmp)
174{
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401}
402 111
403/**************************************************************************** 112/****************************************************************************
404 * Weapon improvement code follows 113 * Weapon improvement code follows
405 ****************************************************************************/ 114 ****************************************************************************/
406 115
407/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
408 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
409 */ 133 */
410static int 134static int
411check_item (object *op, shstr_cmp item) 135check_item (object *op, shstr_cmp item)
412{ 136{
415 if (!item) 139 if (!item)
416 return 0; 140 return 0;
417 141
418 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
419 if (op->arch->archname == item) 143 if (op->arch->archname == item)
420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
421 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
422 count += op->number_of (); 146 count += op->number_of ();
423 147
424 return count; 148 return count;
425} 149}
426 150
460 op = op->below; 184 op = op->below;
461 } 185 }
462} 186}
463 187
464/** 188/**
465 * This checks to see of the player (who) is sufficient level to use a weapon
466 * with improvs improvements (typically last_eat). We take an int here
467 * instead of the object so that the improvement code can pass along the
468 * increased value to see if the object is usuable.
469 * we return 1 (true) if the player can use the weapon.
470 */
471static int
472check_weapon_power (const object *who, int improvs)
473{
474/* Old code is below (commented out). Basically, since weapons are the only
475 * object players really have any control to improve, it's a bit harsh to
476 * require high level in some combat skill, so we just use overall level.
477 */
478#if 1
479 if (((who->level / 5) + 5) >= improvs)
480 return 1;
481 else
482 return 0;
483
484#else
485 int level = 0;
486
487 /* The skill system hands out wc and dam bonuses to fighters
488 * more generously than the old system (see fix_player). Thus
489 * we need to curtail the power of player enchanted weapons.
490 * I changed this to 1 improvement per "fighter" level/5 -b.t.
491 * Note: Nothing should break by allowing this ratio to be different or
492 * using normal level - it is just a matter of play balance.
493 */
494 if (who->type == PLAYER)
495 {
496 object *wc_obj = NULL;
497
498 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500 level = wc_obj->level;
501
502 if (!level)
503 {
504 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505 level = who->level;
506 }
507 }
508 else
509 level = who->level;
510
511 return (improvs <= ((level / 5) + 5));
512#endif
513}
514
515/**
516 * Returns how many items of type improver->slaying there are under op. 189 * Returns how many items of type improver->slaying there are under op.
517 * Will display a message if none found, and 1 if improver->slaying is NULL. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
518 */ 191 */
519static int 192static int
520check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
524 if (improver->slaying) 197 if (improver->slaying)
525 { 198 {
526 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
527 if (count < 1) 200 if (count < 1)
528 { 201 {
529 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
530 return 0; 203 return 0;
531 } 204 }
532 } 205 }
533 else 206 else
534 count = 1; 207 count = 1;
573 246
574/** 247/**
575 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
576 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
577 */ 250 */
578int 251static int
579prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
580{ 253{
581 int sacrifice_count, i; 254 int sacrifice_count, i;
582 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
583 256
636 * 309 *
637 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
638 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
639 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
640 */ 313 */
641int 314static int
642improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
643{ 316{
644 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
645 318
646 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
647 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
648 321
649 if (weapon->level == 0) 322 if (weapon->level == 0)
650 { 323 {
651 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
652 return 0; 327 return 0;
653 } 328 }
654 329
655 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
656 { 332 {
657 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
658 return 0; 334 return 0;
659 } 335 }
660 336
661 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
662 { 339 {
663 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
664 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
665 "really want to improve it."); 342 "really want to improve it.");
666 return 0; 343 return 0;
715 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
716 393
717 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
718 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
719 { 396 {
720 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
721 return 0; 398 return 0;
722 } 399 }
723 400
724 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
725 weapon->item_power++; 402 weapon->item_power++;
744/** 421/**
745 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
746 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
747 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
748 */ 425 */
749int 426static int
750check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
751{ 428{
752 object *otmp;
753
754 if (op->type != PLAYER) 429 if (op->type != PLAYER)
755 return 0; 430 return 0;
756 431
757 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
758 { 433 {
759 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
760 return 0; 435 return 0;
761 } 436 }
762 437
763 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
764 439
765 if (!otmp) 440 if (!otmp)
766 { 441 {
767 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 442 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
768 return 0; 443 return 0;
769 } 444 }
770 445
771 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
772 { 447 {
773 op->failmsg ("Marked item is not a weapon or bow!"); 448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
774 return 0; 455 return 0;
775 } 456 }
776 457
777 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
778 459
801 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
802 * the users level or 90) 483 * the users level or 90)
803 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
804 * changing of physical area right now. 485 * changing of physical area right now.
805 */ 486 */
806int 487static int
807improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
808{ 489{
809 object *tmp;
810
811 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
812 { 491 {
813 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
814 return 0; 493 return 0;
815 } 494 }
826 } 505 }
827 506
828 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
829 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
830 */ 509 */
831 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
832 511
833 armour->magic++; 512 armour->magic++;
834 513
835 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
836 { 515 {
874 553
875 if (op->type == PLAYER) 554 if (op->type == PLAYER)
876 { 555 {
877 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
878 557
879 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (armour->flag [FLAG_APPLIED])
880 op->update_stats (); 559 op->update_stats ();
881 } 560 }
882 561
883 improver->decrease (); 562 improver->decrease ();
884 563
895 * Takes one type of items and makes another. 574 * Takes one type of items and makes another.
896 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
897 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
898 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
899 */ 578 */
900static int 579int
901convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
902{ 581{
903 sint64 nr, price_in; 582 sint64 nr = 0, price_in;
904 583
905 if (item->flag [FLAG_UNPAID]) 584 if (item->flag [FLAG_UNPAID])
906 return 0; 585 return 0;
907 586
908 shstr conv_from = converter->slaying; 587 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch; 588 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food; 589 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp; 590 sint64 give = converter->stats.sp;
912 591
964 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
965 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
966 ob_to_copy = ob; 645 ob_to_copy = ob;
967 646
968 item = ob_to_copy->deep_clone (); 647 item = ob_to_copy->deep_clone ();
969 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
970 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
971 } 650 }
972 else 651 else
973 { 652 {
974 if (!conv_to) 653 if (!conv_to)
987 666
988 if (nr) 667 if (nr)
989 item->nrof *= nr; 668 item->nrof *= nr;
990 669
991 if (converter->flag [FLAG_PRECIOUS]) 670 if (converter->flag [FLAG_PRECIOUS])
992 SET_FLAG (item, FLAG_UNPAID); 671 item->set_flag (FLAG_UNPAID);
993 672
994 if (is_in_shop (converter)) 673 if (converter->is_in_shop ())
995 { 674 {
996 // converters on shop floors don't work anymore, bug lets check for it 675 // converters on shop floors don't work anymore, bug lets check for it
997 // and report in case someone still does it. 676 // and report in case someone still does it.
998 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999 converter->debug_desc ()); 678 converter->debug_desc ());
1000 SET_FLAG (item, FLAG_UNPAID); 679 item->set_flag (FLAG_UNPAID);
1001 } 680 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 682 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1022 * Handle apply on containers. 701 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1026 */ 705 */
1027int 706static int
1028apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1029{ 708{
1030 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 710 return 0; /* This might change */
1032 711
1045 } 724 }
1046 725
1047 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1049 { 728 {
1050 if (op->container == sack) 729 if (op->container_ () == sack)
1051 { 730 {
1052 // open on ground or inv, so close 731 // open on ground or inv, so close
1053 op->close_container (); 732 op->close_container ();
1054 return 1; 733 return 1;
1055 } 734 }
1056 else if (!sack->env) 735 else if (!sack->env)
1057 { 736 {
1058 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1060 return 1; 739 return 1;
1061 } 740 }
1062 741
1063 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1064 } 743 }
1098{ 777{
1099 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 780 return 0;
1102 781
1103 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1104 { 783 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1108 */ 787 */
1140{ 819{
1141 int rv = 0; 820 int rv = 0;
1142 double opinion; 821 double opinion;
1143 object *tmp, *next; 822 object *tmp, *next;
1144 823
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1146 825
1147 bool has_unpaid = false; 826 bool has_unpaid = false;
1148 827
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 828 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 829 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 831 if (item->flag [FLAG_UNPAID])
1153 { 832 {
1154 has_unpaid = true; 833 has_unpaid = true;
1163 */ 842 */
1164 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1165 { 844 {
1166 next = tmp->below; 845 next = tmp->below;
1167 846
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1169 { 848 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 850
1172 if (i >= 0) 851 if (i >= 0)
1173 tmp->move (i); 852 tmp->move (i);
1174 } 853 }
1175 } 854 }
1176 855
1177 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1178 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1179 return 0; 858 return 0;
1180 859
1181 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1182 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1183 */ 862 */
1184 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1185 { 864 {
1186 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1187 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1188 867
1189 if (i != -1) 868 if (i != -1)
1202 /* this is only used for players */ 881 /* this is only used for players */
1203 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1204 883
1205 if (has_unpaid) 884 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1208 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1209 else 888 else
1210 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1211 890
1212 if (shop_mat->msg) 891 if (shop_mat->msg)
1213 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1214 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1215 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1216 * actually the shop floor. 895 * actually the shop floor.
1217 */ 896 */
1218 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1219 { 898 {
1220 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1221 900
1222 op->statusmsg ( 901 op->statusmsg (
1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1245 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 924 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1246 } 925 }
1247 } 926 }
1248 927
1249 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1250 return rv; 929 return rv;
1251} 930}
1252 931
1253/** 932/**
1254 * Handles applying a sign. 933 * Handles applying a sign.
1282 op->failmsg ("You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
1283 962
1284 return; 963 return;
1285 } 964 }
1286 965
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1288 sign->last_eat++; 967 sign->last_eat++;
1289 } 968 }
1290 969
1291 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 970 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1292 * No way to know for sure. The presumption is basically that if 971 * No way to know for sure. The presumption is basically that if
1293 * move_on is zero, it needs to be manually applied (doesn't talk 972 * move_on is zero, it needs to be manually applied (doesn't talk
1294 * to us). 973 * to us).
1295 */ 974 */
1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 975 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1297 { 976 {
1298 op->failmsg ("You are unable to read while blind!"); 977 op->failmsg ("You are unable to read while blind!");
1299 return; 978 return;
1300 } 979 }
1301 980
1342 EXIT_Y (trap) + freearr_y[dir], 1021 EXIT_Y (trap) + freearr_y[dir],
1343 0, victim); 1022 0, victim);
1344} 1023}
1345 1024
1346/** 1025/**
1347 * 'victim' moves onto 'trap'
1348 * 'victim' leaves 'trap'
1349 * effect is determined by move_on/move_off of trap and move_type of victime.
1350 *
1351 * originator: Player, monster or other object that caused 'victim' to move
1352 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1353 * However, some types of traps require an originator to function.
1354 */
1355void
1356move_apply (object *trap, object *victim, object *originator)
1357{
1358 static int recursion_depth = 0;
1359
1360 /* Only exits affect DMs. */
1361 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1362 return;
1363
1364 /* move_apply() is the most likely candidate for causing unwanted and
1365 * possibly unlimited recursion.
1366 */
1367 /* The following was changed because it was causing perfeclty correct
1368 * maps to fail. 1) it's not an error to recurse:
1369 * rune detonates, summoning monster. monster lands on nearby rune.
1370 * nearby rune detonates. This sort of recursion is expected and
1371 * proper. This code was causing needless crashes.
1372 */
1373 if (recursion_depth >= 500)
1374 {
1375 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1376 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1377 return;
1378 }
1379
1380 recursion_depth++;
1381 if (trap->head)
1382 trap = trap->head;
1383
1384 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1385 goto leave;
1386
1387 switch (trap->type)
1388 {
1389 case PLAYERMOVER:
1390 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1391 {
1392 if (!trap->stats.maxsp)
1393 trap->stats.maxsp = 2;
1394
1395 /* Is this correct? From the docs, it doesn't look like it
1396 * should be divided by trap->speed
1397 */
1398 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1399
1400 /* Just put in some sanity check. I think there is a bug in the
1401 * above with some objects have zero speed, and thus the player
1402 * getting permanently paralyzed.
1403 */
1404 if (victim->speed_left < -50.f)
1405 victim->speed_left = -50.f;
1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407 }
1408 goto leave;
1409
1410 case SPINNER:
1411 if (victim->direction)
1412 {
1413 victim->direction = absdir (victim->direction - trap->stats.sp);
1414 update_turn_face (victim);
1415 }
1416 goto leave;
1417
1418 case DIRECTOR:
1419 if (victim->direction && !should_director_abort (trap, victim))
1420 {
1421 victim->direction = trap->stats.sp;
1422 update_turn_face (victim);
1423 }
1424 goto leave;
1425
1426 case BUTTON:
1427 case PEDESTAL:
1428 update_button (trap, originator);
1429 goto leave;
1430
1431 case ALTAR:
1432 /* sacrifice victim on trap */
1433 apply_altar (trap, victim, originator);
1434 goto leave;
1435
1436 case THROWN_OBJ:
1437 if (trap->inv == NULL)
1438 goto leave;
1439 /* fallthrough */
1440
1441 case ARROW:
1442 /* bad bug: monster throw a object, make a step forwards, step on object ,
1443 * trigger this here and get hit by own missile - and will be own enemy.
1444 * Victim then is his own enemy and will start to kill herself (this is
1445 * removed) but we have not synced victim and his missile. To avoid senseless
1446 * action, we avoid hits here
1447 */
1448 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449 hit_with_arrow (trap, victim);
1450 goto leave;
1451
1452 case SPELL_EFFECT:
1453 apply_spell_effect (trap, victim);
1454 goto leave;
1455
1456 case TRAPDOOR:
1457 {
1458 int max, sound_was_played;
1459 object *ab, *ab_next;
1460
1461 if (!trap->value)
1462 {
1463 int tot;
1464
1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 tot += ab->head_ ()->total_weight ();
1468
1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470 goto leave;
1471
1472 SET_ANIMATION (trap, trap->value);
1473 update_object (trap, UP_OBJ_FACE);
1474 }
1475
1476 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1477 {
1478 /* need to set this up, since if we do transfer the object,
1479 * ab->above would be bogus
1480 */
1481 ab_next = ab->above;
1482
1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1484 {
1485 if (!sound_was_played)
1486 {
1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 sound_was_played = 1;
1489 }
1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 }
1494 }
1495 goto leave;
1496 }
1497
1498 case CONVERTER:
1499 if (convert_item (victim, trap) < 0)
1500 {
1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 }
1504
1505 goto leave;
1506
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 check_trigger (trap, victim);
1511 goto leave;
1512
1513 case DEEP_SWAMP:
1514 walk_on_deep_swamp (trap, victim);
1515 goto leave;
1516
1517 case CHECK_INV:
1518 check_inv (victim, trap);
1519 goto leave;
1520
1521 case HOLE:
1522 move_apply_hole (trap, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER:
1540 /* may be some leftovers on this */
1541 goto leave;
1542
1543 case SHOP_MAT:
1544 apply_shop_mat (trap, victim);
1545 goto leave;
1546
1547 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator);
1550 goto leave;
1551
1552 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */
1555
1556 apply_sign (victim, trap, 1);
1557 goto leave;
1558
1559 case CONTAINER:
1560 apply_container (victim, trap);
1561 goto leave;
1562
1563 case RUNE:
1564 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim);
1567 goto leave;
1568
1569 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave;
1573 }
1574
1575leave:
1576 recursion_depth--;
1577}
1578
1579/**
1580 * Handles reading a regular (ie not containing a spell) book.
1581 */
1582static void
1583apply_book (object *op, object *tmp)
1584{
1585 int lev_diff;
1586 object *skill_ob;
1587
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 {
1590 op->failmsg ("You are unable to read while blind!");
1591 return;
1592 }
1593
1594 if (!tmp->msg)
1595 {
1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1597 return;
1598 }
1599
1600 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob)
1603 {
1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1605 return;
1606 }
1607
1608 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 {
1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension.");
1617 return;
1618 }
1619
1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625
1626 /* gain xp from reading */
1627 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1628 { /* only if not read before */
1629 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1630
1631 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1632 {
1633 /*exp_gain *= 2; because they just identified it too */
1634 SET_FLAG (tmp, FLAG_IDENTIFIED);
1635
1636 if (object *pl = tmp->visible_to ())
1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1638 }
1639
1640 change_exp (op, exp_gain, skill_ob->skill, 0);
1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1642 }
1643}
1644
1645/**
1646 * Handles the applying of a skill scroll, calling learn_skill straight.
1647 * op is the person learning the skill, tmp is the skill scroll object
1648 */
1649static void
1650apply_skillscroll (object *op, object *tmp)
1651{
1652 switch (learn_skill (op, tmp))
1653 {
1654 case 0:
1655 op->play_sound (sound_find ("generic_fail"));
1656 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1657 break;
1658
1659 case 1:
1660 tmp->decrease ();
1661 op->play_sound (sound_find ("skill_learn"));
1662 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1663 break;
1664
1665 default:
1666 tmp->decrease ();
1667 op->play_sound (sound_find ("generic_fail"));
1668 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1669 break;
1670 }
1671}
1672
1673/**
1674 * Actually makes op learn spell.
1675 * Informs player of what happens.
1676 */
1677void
1678do_learn_spell (object *op, object *spell, int special_prayer)
1679{
1680 object *tmp;
1681
1682 if (op->type != PLAYER)
1683 {
1684 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1685 return;
1686 }
1687
1688 /* Upgrade special prayers to normal prayers */
1689 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1690 {
1691 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1692 {
1693 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1694 return;
1695 }
1696 return;
1697 }
1698
1699 op->contr->play_sound (sound_find ("learn_spell"));
1700
1701 tmp = spell->clone ();
1702 insert_ob_in_ob (tmp, op);
1703
1704 if (special_prayer)
1705 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706
1707 esrv_add_spells (op->contr, tmp);
1708}
1709
1710/**
1711 * Erases spell from player's inventory.
1712 */
1713void
1714do_forget_spell (object *op, const char *spell)
1715{
1716 object *spob;
1717
1718 if (op->type != PLAYER)
1719 {
1720 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1721 return;
1722 }
1723 if ((spob = check_spell_known (op, spell)) == NULL)
1724 {
1725 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1726 return;
1727 }
1728
1729 op->failmsg (format ("You lose knowledge of %s.", spell));
1730 player_unready_range_ob (op->contr, spob);
1731 esrv_remove_spell (op->contr, spob);
1732 spob->destroy ();
1733}
1734
1735/**
1736 * Handles player applying a spellbook.
1737 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1738 * stuff like that. Random learning failure too.
1739 */
1740static void
1741apply_spellbook (object *op, object *tmp)
1742{
1743 object *skop, *spell, *spell_skill;
1744
1745 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1746 {
1747 op->failmsg ("You are unable to read while blind.");
1748 return;
1749 }
1750
1751 /* artifact_spellbooks have 'slaying' field point to a spell name,
1752 * instead of having their spell stored in stats.sp. These are
1753 * legacy spellbooks
1754 */
1755 if (tmp->slaying)
1756 {
1757 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1758 if (!spell)
1759 {
1760 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1761 return;
1762 }
1763 else
1764 insert_ob_in_ob (spell, tmp);
1765
1766 tmp->slaying = 0;
1767 }
1768
1769 skop = find_skill_by_name (op, tmp->skill);
1770
1771 /* need a literacy skill to learn spells. Also, having a literacy level
1772 * lower than the spell will make learning the spell more difficult */
1773 if (!skop)
1774 {
1775 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1776 return;
1777 }
1778
1779 spell = tmp->inv;
1780
1781 if (!spell)
1782 {
1783 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1784 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1785 return;
1786 }
1787
1788 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1789 {
1790 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1791 return;
1792 }
1793
1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1795
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 identify (tmp);
1798
1799 /* I removed the check for special_prayer_mark here - it didn't make
1800 * a lot of sense - special prayers are not found in spellbooks, and
1801 * if the player doesn't know the spell, doesn't make a lot of sense that
1802 * they would have a special prayer mark.
1803 */
1804 if (check_spell_known (op, spell->name))
1805 {
1806 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1807 return;
1808 }
1809
1810 if (spell->skill)
1811 {
1812 spell_skill = find_skill_by_name (op, spell->skill);
1813
1814 if (!spell_skill)
1815 {
1816 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1817 return;
1818 }
1819
1820 if (spell_skill->level < spell->level)
1821 {
1822 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1823 return;
1824 }
1825 }
1826
1827 /* Logic as follows
1828 *
1829 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1830 *
1831 * 2- The learner's skill level in literacy adjusts the chance to learn
1832 * a spell.
1833 *
1834 * 3 -Automatically fail to learn if you read while confused
1835 *
1836 * Overall, chances are the same but a player will find having a high
1837 * literacy rate very useful! -b.t.
1838 */
1839 if (QUERY_FLAG (op, FLAG_CONFUSED))
1840 {
1841 op->failmsg ("In your confused state you flub the wording of the text!");
1842 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1843 }
1844 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1845 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1846 {
1847 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1848 do_learn_spell (op, spell, 0);
1849
1850 /* xp gain to literacy for spell learning */
1851 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1852 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1853 }
1854 else
1855 {
1856 op->contr->play_sound (sound_find ("fumble_spell"));
1857 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1858 }
1859
1860 tmp->decrease ();
1861}
1862
1863/**
1864 * Handles applying a spell scroll.
1865 */
1866void
1867apply_scroll (object *op, object *tmp, int dir)
1868{
1869 object *skop;
1870
1871 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1872 {
1873 op->failmsg ("You are unable to read while blind.");
1874 return;
1875 }
1876
1877 if (!tmp->inv || tmp->inv->type != SPELL)
1878 {
1879 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1880 return;
1881 }
1882
1883 if (op->type == PLAYER)
1884 {
1885 /* players need a literacy skill to read stuff! */
1886 int exp_gain = 0;
1887
1888 /* hard code literacy - tmp->skill points to where the exp
1889 * should go for anything killed by the spell.
1890 */
1891 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1892
1893 if (!skop)
1894 {
1895 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1896 return;
1897 }
1898
1899 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1900 change_exp (op, exp_gain, skop->skill, 0);
1901 }
1902
1903 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1904 identify (tmp);
1905
1906 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1907
1908 cast_spell (op, tmp, dir, tmp->inv, NULL);
1909 tmp->decrease ();
1910}
1911
1912/**
1913 * Applies a treasure object - by default, chest. op
1914 * is the person doing the applying, tmp is the treasure
1915 * chest.
1916 */
1917static void
1918apply_treasure (object *op, object *tmp)
1919{
1920 /* Nice side effect of this treasure creation method is that the treasure
1921 * for the chest is done when the chest is created, and put into the chest
1922 * inventory. So that when the chest burns up, the items still exist. Also
1923 * prevents people from moving chests to more difficult maps to get better
1924 * treasure
1925 */
1926 object *treas = tmp->inv;
1927
1928 if (!treas)
1929 {
1930 op->statusmsg ("The chest was empty.");
1931 tmp->decrease ();
1932 return;
1933 }
1934
1935 while (tmp->inv)
1936 {
1937 treas = tmp->inv;
1938 treas->remove ();
1939
1940 treas->x = op->x;
1941 treas->y = op->y;
1942 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1943
1944 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1945 spring_trap (treas, op);
1946
1947 /* If either player or container was destroyed, no need to do
1948 * further processing. I think this should be enclused with
1949 * spring trap above, as I don't think there is otherwise
1950 * any way for the treasure chest or player to get killed.
1951 */
1952 if (op->destroyed () || tmp->destroyed ())
1953 break;
1954 }
1955
1956 if (!tmp->destroyed () && !tmp->inv)
1957 tmp->decrease (true);
1958}
1959
1960/**
1961 * op eats food.
1962 * If player, takes care of messages and dragon special food.
1963 */
1964static void
1965apply_food (object *op, object *tmp)
1966{
1967 int capacity_remaining;
1968
1969 if (op->type != PLAYER)
1970 op->stats.hp = op->stats.maxhp;
1971 else
1972 {
1973 /* check if this is a dragon (player), eating some flesh */
1974 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1975 ;
1976 else
1977 {
1978 /* usual case - no dragon meal: */
1979 if (op->stats.food + tmp->stats.food > 999)
1980 {
1981 if (tmp->type == FOOD || tmp->type == FLESH)
1982 op->failmsg ("You feel full, but what a waste of food!");
1983 else
1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
1994
1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1996 {
1997 const char *buf;
1998
1999 if (!is_dragon_pl (op))
2000 {
2001 /* eating message for normal players */
2002 if (tmp->type == DRINK)
2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2004 else
2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2006 }
2007 else
2008 /* eating message for dragon players */
2009 buf = format ("The %s tasted terrible!", &tmp->name);
2010
2011 op->statusmsg (buf);
2012
2013 capacity_remaining = 999 - op->stats.food;
2014 op->stats.food += tmp->stats.food;
2015 if (capacity_remaining < tmp->stats.food)
2016 op->stats.hp += capacity_remaining / 50;
2017 else
2018 op->stats.hp += tmp->stats.food / 50;
2019
2020 if (op->stats.hp > op->stats.maxhp)
2021 op->stats.hp = op->stats.maxhp;
2022 if (op->stats.food > 999)
2023 op->stats.food = 999;
2024 }
2025
2026 /* special food hack -b.t. */
2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2028 eat_special_food (op, tmp);
2029 }
2030 }
2031
2032 handle_apply_yield (tmp);
2033 tmp->decrease ();
2034}
2035
2036/**
2037 * A dragon is eating some flesh. If the flesh contains resistances,
2038 * there is a chance for the dragon's skin to get improved.
2039 *
2040 * attributes:
2041 * object *op the object (dragon player) eating the flesh
2042 * object *meal the flesh item, getting chewed in dragon's mouth
2043 * return:
2044 * int 1 if eating successful, 0 if it doesn't work
2045 */
2046int
2047dragon_eat_flesh (object *op, object *meal)
2048{
2049 object *skin = NULL; /* pointer to dragon skin force */
2050 object *abil = NULL; /* pointer to dragon ability force */
2051 object *tmp = NULL; /* tmp. object */
2052
2053 double chance; /* improvement-chance of one resistance type */
2054 double totalchance = 1; /* total chance of gaining one resistance */
2055 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2056 double mbonus = 0; /* monster bonus */
2057 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2058 int winners = 0; /* number of winners */
2059 int i; /* index */
2060
2061 /* let's make sure and doublecheck the parameters */
2062 if (meal->type != FLESH || !is_dragon_pl (op))
2063 return 0;
2064
2065 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2066 from the player's inventory */
2067 for (tmp = op->inv; tmp; tmp = tmp->below)
2068 if (tmp->type == FORCE)
2069 if (tmp->arch->archname == shstr_dragon_skin_force)
2070 skin = tmp;
2071 else if (tmp->arch->archname == shstr_dragon_ability_force)
2072 abil = tmp;
2073
2074 /* if either skin or ability are missing, this is an old player
2075 which is not to be considered a dragon -> bail out */
2076 if (skin == NULL || abil == NULL)
2077 return 0;
2078
2079 /* now start by filling stomache and health, according to food-value */
2080 if ((999 - op->stats.food) < meal->stats.food)
2081 op->stats.hp += (999 - op->stats.food) / 50;
2082 else
2083 op->stats.hp += meal->stats.food / 50;
2084
2085 if (op->stats.hp > op->stats.maxhp)
2086 op->stats.hp = op->stats.maxhp;
2087
2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2089
2090 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2091
2092 /* on to the interesting part: chances for adding resistance */
2093 for (i = 0; i < NROFATTACKS; i++)
2094 {
2095 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2096 {
2097 /* got positive resistance, now calculate improvement chance (0-100) */
2098
2099 /* this bonus makes resistance increase easier at lower levels */
2100 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2101 if (i == abil->stats.exp)
2102 bonus += 5; /* additional bonus for resistance of ability-focus */
2103
2104 /* monster bonus increases with level, because high-level
2105 flesh is too rare */
2106 mbonus = op->level * 20. / ((double) settings.max_level);
2107
2108 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2109 ((double) settings.max_level)) - skin->resist[i];
2110
2111 if (chance >= 0.)
2112 chance += 1.;
2113 else
2114 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2115
2116 /* chance is proportional to amount of resistance (max. 50) */
2117 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2118
2119 /* doubled chance for resistance of ability-focus */
2120 if (i == abil->stats.exp)
2121 chance = MIN (100., chance * 2.);
2122
2123 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2124 if (rndm (10000) < (unsigned int) (chance * 100))
2125 {
2126 atnr_winner[winners] = i;
2127 winners++;
2128 }
2129
2130 if (chance >= 0.01)
2131 totalchance *= 1 - chance / 100;
2132
2133 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2134 }
2135 }
2136
2137 /* inverse totalchance as until now we have the failure-chance */
2138 totalchance = 100 - totalchance * 100;
2139
2140 /* print message according to totalchance */
2141 const char *buf;
2142 if (totalchance > 50.)
2143 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2144 else if (totalchance > 10.)
2145 buf = format ("The %s tasted very good.", &meal->name);
2146 else if (totalchance > 1.)
2147 buf = format ("The %s tasted good.", &meal->name);
2148 else if (totalchance > 0.1)
2149 buf = format ("The %s tasted bland.", &meal->name);
2150 else if (totalchance >= 0.01)
2151 buf = format ("The %s had a boring taste.", &meal->name);
2152 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2153 buf = format ("The %s tasted strange.", &meal->name);
2154 else
2155 buf = format ("The %s had no taste.", &meal->name);
2156
2157 op->statusmsg (buf);
2158
2159 /* now choose a winner if we have any */
2160 i = -1;
2161 if (winners > 0)
2162 i = atnr_winner [rndm (winners)];
2163
2164 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2165 {
2166 /* resistance increased! */
2167 skin->resist[i]++;
2168 op->update_stats ();
2169
2170 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2171 }
2172
2173 /* if this flesh contains a new ability focus, we mark it
2174 into the ability_force and it will take effect on next level */
2175 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2176 {
2177 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2178
2179 if (meal->last_eat != abil->stats.exp)
2180 op->statusmsg (format (
2181 "Your metabolism prepares to focus on %s!\n"
2182 "The change will happen at level %d.",
2183 change_resist_msg[meal->last_eat],
2184 abil->level + 1
2185 ));
2186 else
2187 {
2188 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2189 abil->last_eat = 0;
2190 }
2191 }
2192
2193 return 1;
2194}
2195
2196/**
2197 * Handles applying an improve armor scroll.
2198 * Does some sanity checks, then calls improve_armour.
2199 */
2200static void
2201apply_armour_improver (object *op, object *tmp)
2202{
2203 object *armor;
2204
2205 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2206 {
2207 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2208 return;
2209 }
2210
2211 armor = find_marked_object (op);
2212
2213 if (!armor)
2214 {
2215 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2216 return;
2217 }
2218
2219 if (armor->type != ARMOUR
2220 && armor->type != CLOAK
2221 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2222 {
2223 op->failmsg ("Your marked item is not armour!\n");
2224 return;
2225 }
2226
2227 op->statusmsg ("Applying armour enchantment.");
2228 improve_armour (op, tmp, armor);
2229}
2230
2231void
2232apply_poison (object *op, object *tmp)
2233{
2234 // need to do it now when it is still on the map
2235 handle_apply_yield (tmp);
2236
2237 object *poison = tmp->split (1);
2238
2239 if (op->type == PLAYER)
2240 {
2241 op->contr->play_sound (sound_find ("drink_poison"));
2242 op->failmsg ("Yech! That tasted poisonous!");
2243 op->contr->killer = poison;
2244 }
2245
2246 if (poison->stats.hp > 0)
2247 {
2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 }
2251
2252 op->stats.food -= op->stats.food / 4;
2253 poison->destroy ();
2254}
2255
2256/**
2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2258 * A valid 2 way exit means:
2259 * -You can come back (there is another exit at the other side)
2260 * -You are
2261 * ° the owner of the exit
2262 * ° or in the same party as the owner
2263 *
2264 * Note: a owner in a 2 way exit is saved as the owner's name
2265 * in the field exit->name cause the field exit->owner doesn't
2266 * survive in the swapping (in fact the whole exit doesn't survive).
2267 */
2268int
2269is_legal_2ways_exit (object *op, object *exit)
2270{
2271 if (exit->stats.exp != 1)
2272 return 1; /*This is not a 2 way, so it is legal */
2273
2274#if 0 //TODO
2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2276 return 0; /* This is a reset town portal */
2277#endif
2278
2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280
2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2282
2283 if (exitmap)
2284 {
2285 exitmap->load_sync ();
2286
2287 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2288
2289 if (!tmp)
2290 return 0;
2291
2292 for (; tmp; tmp = tmp->above)
2293 {
2294 if (tmp->type != EXIT)
2295 continue; /*Not an exit */
2296
2297 if (!EXIT_PATH (tmp))
2298 continue; /*Not a valid exit */
2299
2300 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2301 continue; /*Not in the same place */
2302
2303 if (exit->map->path != EXIT_PATH (tmp))
2304 continue; /*Not in the same map */
2305
2306 /* From here we have found the exit is valid. However we do
2307 * here the check of the exit owner. It is important for the
2308 * town portals to prevent strangers from visiting your appartments
2309 */
2310 if (!exit->race)
2311 return 1; /*No owner, free for all! */
2312
2313 object *exit_owner = 0;
2314
2315 for_all_players (pp)
2316 {
2317 if (!pp->ob)
2318 continue;
2319
2320 if (pp->ob->name != exit->race)
2321 continue;
2322
2323 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2324 break;
2325 }
2326
2327 if (!exit_owner)
2328 return 0; /* No more owner */
2329
2330 if (exit_owner->contr == op->contr)
2331 return 1; /*It is your exit */
2332
2333 if (exit_owner && /*There is a owner */
2334 (op->contr) && /*A player tries to pass */
2335 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2336 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2337 return 0;
2338
2339 return 1;
2340 }
2341 }
2342
2343 return 0;
2344}
2345
2346/**
2347 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement.
2350 *
2351 * who - the player
2352 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found
2354 */
2355object *auto_apply_lighter (object *who, object *op, object *lighter)
2356{
2357 if (lighter == 0)
2358 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 {
2361 if (tmp->type == LIGHTER)
2362 {
2363 lighter = tmp;
2364 break;
2365 }
2366 }
2367
2368 if (!lighter)
2369 {
2370 who->failmsg (format (
2371 "You can't light up the %s with your bare hands! "
2372 "H<You need a lighter in your inventory, for example a flint and steel.>",
2373 &op->name));
2374 return 0;
2375 }
2376 }
2377
2378 // last_eat == 0 means the lighter is not being used up!
2379 if (lighter->last_eat && lighter->stats.food)
2380 {
2381 /* lighter gets used up */
2382 lighter = lighter->split ();
2383 lighter->stats.food--;
2384 who->insert (lighter);
2385 }
2386 else if (lighter->last_eat)
2387 {
2388 /* no charges left in lighter */
2389 who->failmsg (format (
2390 "You attempt to light the %s with a used up %s.",
2391 &op->name, &lighter->name));
2392 return 0;
2393 }
2394
2395 return lighter;
2396}
2397
2398/**
2399 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t.
2402 */
2403void
2404apply_lighter (object *who, object *lighter)
2405{
2406 object *item;
2407 int is_player_env = 0;
2408
2409 item = find_marked_object (who);
2410 if (item)
2411 {
2412 if (!auto_apply_lighter (who, 0, lighter))
2413 return;
2414
2415 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple
2417 * objects at once.
2418 */
2419
2420 save_throw_object (item, AT_FIRE, who);
2421
2422 if (item->destroyed ()
2423 || ((item->type == LAMP || item->type == TORCH)
2424 && item->glow_radius > 0))
2425 who->statusmsg (format (
2426 "You light the %s with the %s.",
2427 &item->name, &lighter->name));
2428 else
2429 who->failmsg (format (
2430 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name));
2432 }
2433 else
2434 who->failmsg ("You need to mark a lightable object.");
2435}
2436
2437/**
2438 * Apply for players and lamps
2439 *
2440 * who - the player
2441 * op - the lamp
2442 */
2443void player_apply_lamp (object *who, object *op)
2444{
2445 bool switch_on = op->glow_radius ? false : true;
2446
2447 if (switch_on)
2448 {
2449 object *lighter = 0;
2450
2451 if (op->flag [FLAG_IS_LIGHTABLE]
2452 && !(lighter = auto_apply_lighter (who, op, 0)))
2453 return;
2454
2455 if (op->stats.food < 1)
2456 {
2457 if (op->type == LAMP)
2458 who->failmsg (format (
2459 "The %s is out of fuel! "
2460 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461 &op->name));
2462 else
2463 who->failmsg (format (
2464 "The %s is burnt out! "
2465 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name));
2467 return;
2468 }
2469
2470 if (lighter)
2471 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else
2474 who->statusmsg (format ("You light up the %s.", &op->name));
2475 }
2476 else
2477 {
2478 if (op->type == TORCH)
2479 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 {
2482 who->statusmsg (format (
2483 "You put out the %s. "
2484 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485 &op->name, &op->name));
2486 }
2487 else
2488 who->statusmsg (format (
2489 "You put out the %s."
2490 "H<Torches wear out if you put them out.>",
2491 &op->name));
2492 }
2493 else
2494 who->statusmsg (format ("You turn off the %s.", &op->name));
2495 }
2496
2497 apply_lamp (op, switch_on);
2498}
2499
2500void lamp_get_animation_from_arch (object *op, arch_ptr a)
2501{
2502 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed;
2506 op->last_anim = 0;
2507 op->state = 0;
2508 op->face = a->face;
2509
2510 if (NUM_ANIMATIONS(op) > 1)
2511 {
2512 SET_ANIMATION(op, 0);
2513 animate_object (op, op->direction);
2514 }
2515 else
2516 update_object (op, UP_OBJ_FACE);
2517}
2518
2519/**
2520 * Apply for LAMPs and TORCHes.
2521 *
2522 * op - the lamp
2523 * switch_on - a flag which says whether the lamp should be switched on or off
2524 */
2525void apply_lamp (object *op, bool switch_on)
2526{
2527 op->set_glow_radius (switch_on ? op->range : 0);
2528 op->set_speed (switch_on ? op->arch->speed : 0);
2529
2530 // torches wear out if you put them out
2531 if (op->type == TORCH && !switch_on)
2532 {
2533 if (op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 op->stats.food -= (double) op->arch->stats.food / 15;
2536 if (op->stats.food < 0)
2537 op->stats.food = 0;
2538 }
2539 else
2540 op->stats.food = 0;
2541 }
2542
2543 // lamps and torched get worthless when used up
2544 if (op->stats.food <= 0)
2545 op->value = 0;
2546
2547 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/
2549 if (op->other_arch)
2550 lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551
2552 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2554}
2555
2556/**
2557 * Main apply handler.
2558 *
2559 * Checks for unpaid items before applying.
2560 *
2561 * Return value:
2562 * 0: player or monster can't apply objects of that type
2563 * 1: has been applied, or there was an error applying the object
2564 * 2: objects of that type can't be applied if not in inventory
2565 *
2566 * who is the object that is causing object to be applied, op is the object
2567 * being applied.
2568 *
2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2570 * them in this function - they are passed to apply_special
2571 */
2572int
2573manual_apply (object *who, object *op, int aflag)
2574{
2575 op = op->head_ ();
2576
2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2578 {
2579 if (who->type == PLAYER)
2580 {
2581 who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2582 return 1;
2583 }
2584 else
2585 return 0; /* monsters just skip unpaid items */
2586 }
2587
2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2589 return RESULT_INT (0);
2590
2591 switch (op->type)
2592 {
2593 case CF_HANDLE:
2594 who->play_sound (sound_find ("turn_handle"));
2595 who->statusmsg ("You turn the handle.");
2596 op->value = op->value ? 0 : 1;
2597 SET_ANIMATION (op, op->value);
2598 update_object (op, UP_OBJ_FACE);
2599 push_button (op, who);
2600 return 1;
2601
2602 case TRIGGER:
2603 if (check_trigger (op, who))
2604 {
2605 who->statusmsg ("You turn the handle.");
2606 who->play_sound (sound_find ("turn_handle"));
2607 }
2608 else
2609 who->failmsg ("The handle doesn't move.");
2610
2611 return 1;
2612
2613 case EXIT:
2614 if (who->type != PLAYER)
2615 return 0;
2616
2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2618 who->failmsg (format ("The %s is closed.", query_name (op)));
2619 else
2620 {
2621 /* Don't display messages for random maps. */
2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2623 who->statusmsg (op->msg, NDI_NAVY);
2624
2625 who->enter_exit (op);
2626 }
2627
2628 return 1;
2629
2630 case INSCRIBABLE:
2631 who->statusmsg (op->msg);
2632 // maybe show a spell menu to chose from or something like that
2633 return 1;
2634
2635 case SIGN:
2636 apply_sign (who, op, 0);
2637 return 1;
2638
2639 case BOOK:
2640 if (who->type == PLAYER)
2641 {
2642 apply_book (who, op);
2643 return 1;
2644 }
2645 else
2646 return 0;
2647
2648 case SKILLSCROLL:
2649 if (who->type == PLAYER)
2650 {
2651 apply_skillscroll (who, op);
2652 return 1;
2653 }
2654 else
2655 return 0;
2656
2657 case SPELLBOOK:
2658 if (who->type == PLAYER)
2659 {
2660 apply_spellbook (who, op);
2661 return 1;
2662 }
2663 else
2664 return 0;
2665
2666 case SCROLL:
2667 apply_scroll (who, op, 0);
2668 return 1;
2669
2670 case POTION:
2671 apply_potion (who, op);
2672 return 1;
2673
2674 /* Eneq(@csd.uu.se): Handle apply on containers. */
2675 //TODO: remove, as it is unsed?
2676 case CLOSE_CON:
2677 apply_container (who, op->env);
2678 return 1;
2679
2680 case CONTAINER:
2681 apply_container (who, op);
2682 return 1;
2683
2684 case TREASURE:
2685 if (who->type == PLAYER)
2686 {
2687 apply_treasure (who, op);
2688 return 1;
2689 }
2690 else
2691 return 0;
2692
2693 case LAMP:
2694 case TORCH:
2695 player_apply_lamp (who, op);
2696 return 1;
2697
2698 case WEAPON:
2699 case ARMOUR:
2700 case BOOTS:
2701 case GLOVES:
2702 case AMULET:
2703 case GIRDLE:
2704 case BRACERS:
2705 case SHIELD:
2706 case HELMET:
2707 case RING:
2708 case CLOAK:
2709 case WAND:
2710 case ROD:
2711 case HORN:
2712 case SKILL:
2713 case BOW:
2714 case BUILDER:
2715 case SKILL_TOOL:
2716 if (op->env != who)
2717 return 2; /* not in inventory */
2718
2719 apply_special (who, op, aflag);
2720 return 1;
2721
2722 case DRINK:
2723 case FOOD:
2724 case FLESH:
2725 apply_food (who, op);
2726 return 1;
2727
2728 case POISON:
2729 apply_poison (who, op);
2730 return 1;
2731
2732 case SAVEBED:
2733 return 1;
2734
2735 case ARMOUR_IMPROVER:
2736 if (who->type == PLAYER)
2737 {
2738 apply_armour_improver (who, op);
2739 return 1;
2740 }
2741 else
2742 return 0;
2743
2744 case WEAPON_IMPROVER:
2745 check_improve_weapon (who, op);
2746 return 1;
2747
2748 case CLOCK:
2749 if (who->type == PLAYER)
2750 {
2751 char buf[MAX_BUF];
2752 timeofday_t tod;
2753
2754 get_tod (&tod);
2755 who->play_sound (sound_find ("sound_clock"));
2756 who->statusmsg (format (
2757 "It is %d minute%s past %d o'clock %s",
2758 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2759 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2760 ));
2761 return 1;
2762 }
2763 else
2764 return 0;
2765
2766 case MENU:
2767 if (who->type == PLAYER)
2768 {
2769 shop_listing (op, who);
2770 return 1;
2771 }
2772 else
2773 return 0;
2774
2775 case POWER_CRYSTAL:
2776 apply_power_crystal (who, op); /* see egoitem.c */
2777 return 1;
2778
2779 case LIGHTER: /* for lighting torches/lanterns/etc */
2780 if (who->type == PLAYER)
2781 {
2782 apply_lighter (who, op);
2783 return 1;
2784 }
2785 else
2786 return 0;
2787
2788 case ITEM_TRANSFORMER:
2789 apply_item_transformer (who, op);
2790 return 1;
2791
2792 default:
2793 return 0;
2794 }
2795}
2796
2797/* quiet suppresses the "don't know how to apply" and "you must get it first"
2798 * messages as needed by player_apply_below(). But there can still be
2799 * "but you are floating high above the ground" messages.
2800 *
2801 * Same return value as apply() function.
2802 */
2803int
2804player_apply (object *pl, object *op, int aflag, int quiet)
2805{
2806 if (!op->env && (pl->move_type & MOVE_FLYING))
2807 {
2808 /* player is flying and applying object not in inventory */
2809 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2810 {
2811 pl->failmsg ("But you are floating high above the ground! "
2812 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2813 "or waiting till the levitation effect wears off.>");
2814 return 0;
2815 }
2816 }
2817
2818 pl->contr->last_used = op;
2819
2820 int tmp = manual_apply (pl, op, aflag);
2821
2822 if (!quiet)
2823 {
2824 if (tmp == 0)
2825 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2)
2827 pl->failmsg ("You must get it first!\n");
2828 }
2829
2830 return tmp;
2831}
2832
2833/**
2834 * player_apply_below attempts to apply the object 'below' the player.
2835 * If the player has an open container, we use that for below, otherwise
2836 * we use the ground.
2837 */
2838void
2839player_apply_below (object *pl)
2840{
2841 int floors = 0;
2842
2843 /* If using a container, set the starting item to be the top
2844 * item in the container. Otherwise, use the map.
2845 * This is perhaps more complicated. However, I want to make sure that
2846 * we don't use a corrupt pointer for the next object, so we get the
2847 * next object in the stack before applying. This is can only be a
2848 * problem if player_apply() has a bug in that it uses the object but does
2849 * not return a proper value.
2850 */
2851 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2852 {
2853 next = tmp->below;
2854
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++;
2857 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */
2859
2860 /* If it is visible, player can apply it. If it is applied by
2861 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which
2863 * the item needs.
2864 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 if (player_apply (pl, tmp, 0, 1) == 1)
2867 return;
2868
2869 if (floors >= 2)
2870 return; /* process at most two floor objects */
2871 }
2872}
2873
2874/**
2875 * Unapplies specified item. 1026 * Unapplies specified item.
2876 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2877 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2878 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2879 */ 1030 */
2880static int 1031static bool
2881unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2882{ 1033{
2883 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2884 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 1036 return RESULT_INT (0);
2886 1037
2887 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2888 1042
2889 switch (op->type) 1043 switch (op->type)
2890 { 1044 {
2891 case SKILL_TOOL: 1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
2892 // unapplying a skill tool should also unapply the skill it governs 1061 // unapplying a weapon or skill tool should also unapply the skill it governs
2893 // but this is hard, as it shouldn't do so when the skill can 1062 // but this is hard, as it shouldn't do so when the skill can
2894 // be used for other reasons 1063 // be used for other reasons
2895 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2896 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2897 && tmp->type == SKILL
2898 && tmp->flag [FLAG_APPLIED]
2899 && !tmp->flag [FLAG_CAN_USE_SKILL])
2900 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2901 1067
2902 change_abil (who, op);
2903 break; 1068 break;
2904 1069
1070 case BOW:
2905 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2906 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2907 if (op == pl->combat_ob)
2908 {
2909 pl->combat_ob = 0;
2910 who->change_weapon (pl->ranged_ob);
2911 }
2912
2913 who->statusmsg (format ("You unwield %s.", query_name (op)));
2914
2915 change_abil (who, op);
2916 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2917 break;
2918
2919 case SKILL:
2920 if (who->contr)
2921 { 1076 {
2922 if (IS_COMBAT_SKILL (op->subtype)) 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
2923 who->change_weapon (who->contr->combat_ob = 0); 1078 change_abil (who, op);
2924 else if (IS_RANGED_SKILL (op->subtype)) 1079 }
2925 who->change_weapon (who->contr->ranged_ob = 0); 1080 else
2926 1081 {
2927 if (op->invisible) 1082 if (op->type == BOW)
2928 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1083 op->flag [FLAG_READY_BOW ] = false;
2929 else 1084 else
2930 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1085 op->flag [FLAG_READY_RANGE] = false;
2931 } 1086 }
2932 1087
2933 change_abil (who, op);
2934 CLEAR_FLAG (who, FLAG_READY_SKILL);
2935 break; 1088 break;
2936 1089
2937 case ARMOUR: 1090 case ARMOUR:
2938 case HELMET: 1091 case HELMET:
2939 case SHIELD: 1092 case SHIELD:
2946 case CLOAK: 1099 case CLOAK:
2947 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2948 change_abil (who, op); 1101 change_abil (who, op);
2949 break; 1102 break;
2950 1103
1104 case SPELL:
2951 case BOW: 1105 case BUILDER:
2952 case WAND:
2953 case ROD:
2954 case HORN:
2955 if (player *pl = who->contr)
2956 {
2957 if (op == pl->ranged_ob)
2958 {
2959 pl->ranged_ob = 0;
2960 who->change_weapon (pl->combat_ob);
2961 }
2962
2963 who->statusmsg (format ("You unready %s.", query_name (op))); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2964 }
2965 else
2966 {
2967 who->change_skill (0);
2968
2969 if (op->type == BOW)
2970 CLEAR_FLAG (who, FLAG_READY_BOW);
2971 else
2972 CLEAR_FLAG (who, FLAG_READY_RANGE);
2973 }
2974
2975 break; 1107 break;
2976 1108
2977 case BUILDER: 1109 //case SKILL_TOOL://TODO
2978 if (who->contr)
2979 who->statusmsg (format ("You unready %s.", query_name (op)));
2980 break;
2981
2982 default: 1110 default:
2983 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2984 break; 1112 break;
2985 } 1113 }
2986 1114
2988 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
2989 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
2990 1118
2991 who->update_stats (); 1119 who->update_stats ();
2992 1120
2993 return 0; 1121 return 1;
2994} 1122}
2995 1123
2996/** 1124/**
2997 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2998 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
3010static object * 1138static object *
3011get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
3012{ 1140{
3013 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3014 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
3015 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
3016 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3017 return tmp; 1145 return tmp;
3018 1146
3019 return 0; 1147 return 0;
3020} 1148}
3021 1149
3034#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
3035 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3036 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
3037 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
3038 1166
3039int 1167static bool
3040unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3041{ 1169{
3042 if (op->is_range ()) 1170 if (op->is_range ())
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3045 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3046 { 1174 {
3047 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
3048 who->failmsg (query_name (tmp)); 1176 who->failmsg (query_name (tmp));
3049 else 1177 else
3050 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
3053 { 1181 {
3054 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
3055 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
3056 * at least generate the message. 1184 * at least generate the message.
3057 */ 1185 */
3058 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3059 return 1; 1187 return 1;
3060 } 1188 }
3061 1189
3062 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3063 { 1191 {
3083#endif 1211#endif
3084 return 1; 1212 return 1;
3085 } 1213 }
3086 1214
3087 /* If we are just printing, we don't care about cursed status */ 1215 /* If we are just printing, we don't care about cursed status */
3088 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3089 { 1217 {
3090 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
3091 who->failmsg (query_name (tmp)); 1219 who->failmsg (query_name (tmp));
3092 else 1220 else
3093 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
3097 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3098 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
3099 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
3100 * one cursed ring.) 1228 * one cursed ring.)
3101 */ 1229 */
3102 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3103 } 1231 }
3104 1232
3105 last = tmp->below; 1233 last = tmp->below;
3106 } 1234 }
3107 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3166 continue; 1294 continue;
3167 } 1295 }
3168 1296
3169 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3170 if (!tmp1) 1298 if (!tmp1)
3171 {
3172#if 0
3173 /* This is sort of an error, but happens a lot when old players
3174 * join in with more stuff equipped than they are now allowed.
3175 */
3176 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3177#endif
3178 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3179 }
3180 else 1300 else
3181 { 1301 {
3182 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3183 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3184 * to apply multiple objects 1304 * to apply multiple objects
3213 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3214 * because you can't control those just by body location - bows, shields, 1334 * because you can't control those just by body location - bows, shields,
3215 * and weapons all use the same slot. Similar for horn/rod/wand - they 1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
3216 * all use the same location. 1336 * all use the same location.
3217 */ 1337 */
3218 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3219 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
3220 1340
3221 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3222 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3223 1343
3224 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3225 { 1345 {
3226 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3227 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3228 1348
3229 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3230 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3231 1351
3232 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3233 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3234 1354
3235 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3236 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3237 } 1357 }
3238 1358
3239 return retval; 1359 return retval;
3240} 1360}
3264 */ 1384 */
3265 1385
3266#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3267 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3268 1388
3269int 1389static bool
3270apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3271{ 1391{
3272 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3273 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3274 1394
3275 if (who == NULL) 1395 if (who == NULL)
3276 { 1396 {
3277 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3278 return 1; 1398 return 1;
3279 } 1399 }
3280 1400
1401 //TODO: remove these when apply_special is no longer exposed
3281 if (op->env != who) 1402 if (op->env != who)
3282 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3283 1404
3284 /* trying to unequip op */ 1405 /* trying to unequip op */
3285 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3286 { 1407 {
3287 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3288 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3289 return 0; 1410 return 0;
3290 1411
3291 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3292 { 1413 {
3293 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3294 return 1; 1415 return 1;
3295 } 1416 }
3296 1417
3297 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3298 } 1419 }
3299 else if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3300 return 0; 1421 return 0;
3301 1422
3302 // if the item is combat/ranged, wield the relevant slot first
3303 // to resolve conflicts.
3304 if (player *pl = who->contr)
3305 switch (op->slottype ())
3306 {
3307 case slot_combat: who->change_weapon (pl->combat_ob); break;
3308 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3309 }
3310
3311 splay (op); 1423 splay (op);
3312 1424
3313 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3314 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3315 { 1427 {
3316 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3317 { 1429 {
3318 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3319 return 1; 1431 return 1;
3320 } 1432 }
3321 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3322 { 1434 {
3323 who->failmsg (format ( 1435 who->failmsgf (
3324 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3325 "H<Your belief, profession or class prevents you from applying this item.>", 1437 "H<Your belief, profession or class prevents you from applying this item.>",
3326 query_name (op) 1438 query_name (op)
3327 )); 1439 );
3328 return 1; 1440 return 1;
3329 } 1441 }
3330 1442
3331 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3332 { 1444 {
3348 } 1460 }
3349 } 1461 }
3350 1462
3351 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352 { 1464 {
1465 // try to ready attached skill first
3353 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3354 1467
3355 if (!skop) 1468 if (!skop)
3356 { 1469 {
3357 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3358 return 1; 1471 return 1;
3359 } 1472 }
3360 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3361 /* While experience will be credited properly, we want to change the
3362 * skill so that the dam and wc get updated
3363 */ 1474 {
3364 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3365 } 1478 }
3366 1479
3367 if (who->type == PLAYER 1480 if (!check_item_power (who, op->item_power))
3368 && op->item_power
3369 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3370 { 1481 {
3371 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3372 return 1; 1483 return 1;
3373 } 1484 }
3374 1485
3375 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3376 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3377 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3378 */ 1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
3379 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3380 1493
3381 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3382 return RESULT_INT (0); 1495 return RESULT_INT (0);
3383 1496
3384 switch (op->type) 1497 switch (op->type)
3385 { 1498 {
3386 case WEAPON: 1499 case WEAPON:
3387 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3388 {
3389 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3390
3391 if (tmp)
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1;
3395 }
3396
3397 //TODO: this obviously fails for players using a shorter prefix
3398 // i.e. "R" can use Ragnarok's sword.
3399 if (op->level && !op->name.starts_with (who->name))
3400 { 1501 {
3401 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3402 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3403 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3404 1505 "H<Its name indicates that it belongs to somebody else.>");
3405 if (tmp) 1506 if (tmp) who->insert (tmp);
3406 insert_ob_in_ob (tmp, who);
3407
3408 return 1; 1507 return 1;
3409 } 1508 }
3410 1509
3411 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3412 { 1513 {
3413 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3414 return 1; 1515 change_abil (who, op);
3415 } 1516 }
3416 1517
3417 SET_FLAG (op, FLAG_APPLIED); 1518 op->flag [FLAG_READY_WEAPON] = true;
3418 who->change_skill (skop);
3419
3420 if (who->contr)
3421 who->change_weapon (who->contr->combat_ob = op);
3422
3423 who->statusmsg (format ("You wield %s.", query_name (op)));
3424
3425 SET_FLAG (who, FLAG_READY_WEAPON);
3426 change_abil (who, op);
3427 break; 1519 break;
3428 1520
3429 case ARMOUR: 1521 case ARMOUR:
3430 case HELMET: 1522 case HELMET:
3431 case SHIELD: 1523 case SHIELD:
3434 case GIRDLE: 1526 case GIRDLE:
3435 case BRACERS: 1527 case BRACERS:
3436 case CLOAK: 1528 case CLOAK:
3437 case RING: 1529 case RING:
3438 case AMULET: 1530 case AMULET:
3439 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3440 who->statusmsg (format ("You wear %s.", query_name (op))); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3441 change_abil (who, op); 1533 change_abil (who, op);
3442 break; 1534 break;
3443 1535
3444 case SKILL_TOOL: 1536 case SKILL_TOOL:
3445 // applying a skill tool also readies the skill 1537 // applying a skill tool does not ready the skill
3446 SET_FLAG (op, FLAG_APPLIED); 1538 // if something needs the skill, it has to ready it itself
1539 //TODO: unapplying should unapply the skill, though
1540 op->set_flag (FLAG_APPLIED);
1541 break;
3447 1542
1543 case SKILL:
3448 if (!(aflags & AP_NO_READY)) 1544 if (!(aflags & AP_NO_SLOT))
3449 { 1545 {
3450 skop = find_skill_by_name (who, op->skill); 1546 // skill is used on it's own, as opposed to being a chosen_skill
3451 if (!skop->flag [FLAG_APPLIED]) 1547
3452 apply_special (who, skop, AP_APPLY); 1548 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1549 {
1550 who->failmsgf (
1551 "You feel as if you wanted to do something funny, but you can't remember what. "
1552 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1553 "It cannot be used on its own.>",
1554 &op->skill
1555 );
1556 if (tmp) who->insert (tmp);
1557 return 1;
1558 }
1559
1560 if (skill_flags [op->subtype] & SF_AUTARK
1561 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1562 {
1563 if (skill_flags [op->subtype] & SF_USE)
1564 who->failmsgf (
1565 "You feel as if you wanted to do something funny, but you can't remember what. "
1566 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1567 &op->skill, &op->skill
1568 );
1569 else
1570 who->failmsgf (
1571 "You feel as if you wanted to do something funny, but you can't remember what. "
1572 "H<The %s skill cannot be readied or used, it is always active.>",
1573 &op->skill
1574 );
1575
1576 if (tmp) who->insert (tmp);
1577
1578 return 1;
1579 }
1580
1581 if (who->contr)
1582 if (op->invisible)
1583 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1584 else
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3453 } 1586 }
1587
1588 who->set_flag (FLAG_READY_SKILL);
1589 op->set_flag (FLAG_APPLIED);
1590 change_abil (who, op);
3454 break; 1591 break;
3455 1592
3456 case SKILL:
3457 if (player *pl = who->contr)
3458 {
3459 if (IS_COMBAT_SKILL (op->subtype))
3460 {
3461 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3462 {
3463 for (object *item = who->inv; item; item = item->below)
3464 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3465 {
3466 if (item->skill == op->skill)
3467 {
3468 who->change_weapon (pl->combat_ob = item);
3469 goto found_weapon;
3470 }
3471 }
3472
3473 who->failmsg (format (
3474 "You need to apply a '%s' melee weapon before readying this skill. "
3475 "H<Some skills need an item, in this case a melee weapon, to function.>",
3476 &op->skill
3477 ));
3478 return 1;
3479
3480 found_weapon:;
3481 }
3482 else
3483 who->change_weapon (pl->combat_ob = op);
3484 }
3485 else if (IS_RANGED_SKILL (op->subtype))
3486 {
3487 if (skill_flags [op->subtype] & SF_NEED_BOW)
3488 {
3489 for (object *item = who->inv; item; item = item->below)
3490 if (item->type == BOW && item->flag [FLAG_APPLIED])
3491 {
3492 //TODO: bows should/must all have skill missile weapon right now
3493 who->change_weapon (pl->ranged_ob = item);
3494 goto found_bow;
3495 }
3496
3497 who->failmsg (
3498 "You need to apply a missile weapon before readying this skill. "
3499 "H<Some skills need an item, in this case a missile weapon, to function.>"
3500 );
3501 return 1;
3502
3503 found_bow:;
3504 }
3505 else
3506 who->change_weapon (pl->ranged_ob = op);
3507 }
3508
3509 if (!op->invisible)
3510 {
3511 who->statusmsg (format (
3512 "You ready %s."
3513 "You can now use the skill: %s.",
3514 query_name (op),
3515 &op->skill
3516 ));
3517 }
3518 else
3519 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3520 }
3521 else
3522 {
3523 SET_FLAG (op, FLAG_APPLIED);
3524 change_abil (who, op);
3525 who->chosen_skill = op;
3526 SET_FLAG (who, FLAG_READY_SKILL);
3527 }
3528
3529 break;
3530
3531 case BOW: 1593 case BOW:
3532 if (!check_weapon_power (who, op->last_eat)) 1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3533 {
3534 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3535
3536 if (tmp)
3537 insert_ob_in_ob (tmp, who);
3538
3539 return 1;
3540 }
3541
3542 if (op->level && !op->name.starts_with (who->name))
3543 { 1595 {
3544 who->failmsg ("The weapon does not recognize you as its owner. " 1596 who->failmsg ("The weapon does not recognize you as its owner. "
3545 "H<Its name indicates that it belongs to somebody else.>"); 1597 "H<Its name indicates that it belongs to somebody else.>");
3546 if (tmp) 1598 if (tmp) who->insert (tmp);
3547 insert_ob_in_ob (tmp, who);
3548
3549 return 1; 1599 return 1;
3550 } 1600 }
1601
1602 if (player *pl = who->contr)
1603 {
1604 op->flag [FLAG_APPLIED] = true;
1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
1606 change_abil (who, op);
1607 }
1608 break;
1609
1610 case RANGED:
1611 if (player *pl = who->contr)
1612 {
1613 op->flag [FLAG_APPLIED] = true;
1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
1615 }
1616 break;
1617
1618 case SPELL:
1619 if (player *pl = who->contr)
1620 {
1621 op->flag [FLAG_APPLIED] = true;
1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1623 }
1624 break;
3551 1625
3552 /*FALLTHROUGH*/ 1626 /*FALLTHROUGH*/
3553 case WAND: 1627 case WAND:
3554 case ROD: 1628 case ROD:
3555 case HORN: 1629 case HORN:
3556 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3557 1631
3558 if (!skop) 1632 if (player *pl = who->contr)
3559 { 1633 {
3560 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3561 return 1;
3562 }
3563
3564 SET_FLAG (op, FLAG_APPLIED);
3565 who->change_skill (skop);
3566
3567 if (who->contr)
3568 {
3569 who->contr->ranged_ob = op;
3570
3571 who->statusmsg (format ("You ready %s.", query_name (op))); 1634 who->statusmsg (format ("You ready %s.", query_name (op)));
3572 1635
3573 if (op->type == BOW) 1636 if (op->type == BOW)
3574 {
3575 who->current_weapon = op;
3576 change_abil (who, op);
3577 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3578 } 1638
1639 change_abil (who, op);
3579 } 1640 }
3580 else 1641 else
3581 { 1642 {
3582 if (op->type == BOW) 1643 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3584 else 1645 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 1646 op->flag [FLAG_READY_RANGE] = true;
3586 } 1647 }
3587 1648
3588 break; 1649 break;
3589 1650
3590 case BUILDER: 1651 case BUILDER:
3591 if (who->type == PLAYER) 1652 if (player *pl = who->contr)
3592 { 1653 {
3593 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3594 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3595 unapply_special (who, who->contr->ranged_ob, 0);
3596
3597 who->statusmsg (format ("You ready your %s.", query_name (op))); 1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
3598 1655 //TODO: change_abil?
3599 who->contr->ranged_ob = op;
3600 } 1656 }
3601 break; 1657 break;
3602 1658
3603 default: 1659 default:
3604 who->statusmsg (format ("You apply %s.", query_name (op))); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3605 } 1661 }
3606 1662
3607 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3608 1664
3609 if (tmp)
3610 who->insert (tmp); 1665 if (tmp) who->insert (tmp);
3611 1666
3612 who->update_stats (); 1667 who->update_stats ();
3613 1668
3614 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3615 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3616 * you don't know anything about them. 1671 * you don't know anything about them.
3617 */ 1672 */
3618 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3619 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3620 1675
3621 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3622 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3623 { 1678 {
3624 who->failmsg ( 1679 who->failmsg (
3625 "Oops, it feels deadly cold! " 1680 "Oops, it feels deadly cold! "
3626 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3627 ); 1682 );
3628 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 op->set_flag (FLAG_KNOWN_CURSED);
3629 } 1684 }
3630 1685
3631 if (object *pl = op->visible_to ()) 1686 if (object *pl = op->visible_to ())
3632 esrv_send_item (pl, op); 1687 esrv_send_item (pl, op);
3633 1688
3634 return 0; 1689 return 0;
3635} 1690}
3636 1691
1692/**
1693 * Check if op should abort moving victim because of it's race or slaying.
1694 * Returns 1 if it should abort, returns 0 if it should continue.
1695 */
3637int 1696int
3638monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3639{ 1698{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1699 int arch_flag, name_flag, race_flag;
1700
1701 /* Get flags to determine what of arch, name, and race should be checked.
1702 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1703 * the next is the name flag, and the last is the race flag. Also note,
1704 * if subtype is set to zero, that also goes to defaults of all affecting
1705 * it. Examples:
1706 * subtype 1: only arch
1707 * subtype 3: arch or name
1708 * subtype 5: arch or race
1709 * subtype 7: all three
1710 */
1711 if (op->subtype)
1712 {
1713 arch_flag = op->subtype & 1;
1714 name_flag = op->subtype & 2;
1715 race_flag = op->subtype & 4;
1716 }
1717 else
1718 {
1719 arch_flag = 1;
1720 name_flag = 1;
1721 race_flag = 1;
1722 }
1723
1724 /* If the director has race set, only affect objects with a arch,
1725 * name or race that matches.
1726 */
1727 if ((op->race) &&
1728 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1729 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1730 ((!(victim->race && race_flag) || op->race != victim->race)))
3641 return 1; 1731 return 1;
3642 1732
1733 /* If the director has slaying set, only affect objects where none
1734 * of arch, name, or race match.
1735 */
1736 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737 ((victim->name && name_flag && op->slaying == victim->name)) ||
1738 ((victim->race && race_flag && op->slaying == victim->race)))
1739 return 1;
1740
1741 return 0;
1742}
1743
1744/**
1745 * This handles a player dropping money on an altar to identify stuff.
1746 * It'll identify marked item, if none all items up to dropped money.
1747 * Return value: 1 if money was destroyed, 0 if not.
1748 */
1749static int
1750apply_id_altar (object *money, object *altar, object *pl)
1751{
1752 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753
1754 if (!pl || pl->type != PLAYER)
1755 return 0;
1756
1757 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758 * identifying' from being printed out more than it needs to be.
1759 */
1760 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761 return 0;
1762
1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory.
1765 */
1766 if (object *marked = pl->mark ())
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 {
1769 if (operate_altar (altar, &money, pl))
1770 {
1771 identify (marked);
1772
1773 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774 if (marked->msg)
1775 buf << "The item has a story:\r" << marked->msg << "\n\n";
1776
1777 return !money;
1778 }
1779 }
1780
1781 for (object *id = pl->inv; id; id = id->below)
1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 {
1785 if (operate_altar (altar, &money, pl))
1786 {
1787 identify (id);
1788
1789 buf.printf ("You have %s.\r", long_desc (id, pl));
1790 if (id->msg)
1791 buf << "The item has a story:\r" << id->msg << "\n\n";
1792
1793 /* If no more money, might as well quit now */
1794 if (!money || !check_altar_sacrifice (altar, money))
1795 break;
1796 }
1797 else
1798 {
1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
1801 }
1802 }
1803 }
1804
1805 if (buf.empty ())
1806 pl->failmsg ("You have nothing that needs identifying");
1807 else
1808 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809
1810 return !money;
1811}
1812
1813/**
1814 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815 * matching item.
1816 **/
1817void
1818handle_apply_yield (object *tmp)
1819{
1820 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1821 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1822}
1823
1824/**
1825 * Handles applying a potion.
1826 */
1827int
1828apply_potion (object *op, object *tmp)
1829{
1830 int got_one = 0, i;
1831 object *force = 0;
1832
1833 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834
1835 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 {
1837 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838
1839 tmp->clr_flag (FLAG_APPLIED);
1840 return 0;
1841 }
1842
1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
1868
1869 depl = present_arch_in_ob (at, op);
1870
1871 if (depl)
1872 {
1873 for (i = 0; i < NUM_STATS; i++)
1874 if (depl->stats.stat (i))
1875 op->statusmsg (restore_msg[i]);
1876
1877 depl->destroy ();
1878 op->update_stats ();
1879 }
1880 else
1881 op->statusmsg ("Your potion had no effect.");
1882
1883 tmp->decrease ();
1884 return 1;
1885 }
1886
1887 /* improvement potion - only for players */
1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 {
1890 for (i = 1; i < min (11, op->level); i++)
1891 {
1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 {
1894 if (op->contr->levhp[i] != 1)
1895 {
1896 op->contr->levhp[i] = 1;
1897 break;
1898 }
1899
1900 if (op->contr->levsp[i] != 1)
1901 {
1902 op->contr->levsp[i] = 1;
1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
1910 }
1911 }
1912 else
1913 {
1914 if (op->contr->levhp[i] < 9)
1915 {
1916 op->contr->levhp[i] = 9;
1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049}
2050
2051/**
2052 * 'victim' moves onto 'trap'
2053 * 'victim' leaves 'trap'
2054 * effect is determined by move_on/move_off of trap and move_type of victime.
2055 *
2056 * originator: Player, monster or other object that caused 'victim' to move
2057 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2058 * However, some types of traps require an originator to function.
2059 */
2060void
2061move_apply (object *trap, object *victim, object *originator)
2062{
2063 static int recursion_depth = 0;
2064
2065 /* Only exits affect DMs. */
2066 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2067 return;
2068
2069 /* move_apply() is the most likely candidate for causing unwanted and
2070 * possibly unlimited recursion.
2071 */
2072 /* The following was changed because it was causing perfectly correct
2073 * maps to fail. 1) it's not an error to recurse:
2074 * rune detonates, summoning monster. monster lands on nearby rune.
2075 * nearby rune detonates. This sort of recursion is expected and
2076 * proper. This code was causing needless crashes.
2077 */
2078 if (recursion_depth >= 500)
2079 {
2080 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2081 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2082 return;
2083 }
2084
2085 recursion_depth++;
2086 if (trap->head)
2087 trap = trap->head;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 if (victim->speed_left < -50.f)
2108 victim->speed_left = -50.f;
2109 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2110 }
2111 break;
2112
2113 case SPINNER:
2114 if (victim->direction)
2115 {
2116 victim->direction = absdir (victim->direction - trap->stats.sp);
2117 update_turn_face (victim);
2118 }
2119 break;
2120
2121 case DIRECTOR:
2122 if (victim->direction && !should_director_abort (trap, victim))
2123 {
2124 victim->direction = trap->stats.sp;
2125 update_turn_face (victim);
2126 }
2127 break;
2128
2129 case BUTTON:
2130 case PEDESTAL:
2131 case T_MATCH:
2132 update_button (trap, originator);
2133 break;
2134
2135 case ALTAR:
2136 /* sacrifice victim on trap */
2137 apply_altar (trap, victim, originator);
2138 break;
2139
2140 case THROWN_OBJ:
2141 if (trap->inv == NULL)
2142 break;
2143 /* fallthrough */
2144
2145 case ARROW:
2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
2147 * trigger this here and get hit by own missile - and will be own enemy.
2148 * Victim then is his own enemy and will start to kill herself (this is
2149 * removed) but we have not synced victim and his missile. To avoid senseless
2150 * action, we avoid hits here
2151 */
2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 && trap->owner != victim)
2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
2205 {
2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281}
2282
2283/**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286static void
2287apply_book (object *op, object *tmp)
2288{
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
2342
2343 if (object *pl = tmp->visible_to ())
2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 }
2346
2347 change_exp (op, exp_gain, skill_ob->skill, 0);
2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 }
2350}
2351
2352/**
2353 * op made some mistake with a scroll, this takes care of punishment.
2354 * scroll_failure()- hacked directly from spell_failure
2355 */
2356static void
2357scroll_failure (object *op, int failure, int power)
2358{
2359 if (abs (failure / 4) > power)
2360 power = abs (failure / 4); /* set minimum effect */
2361
2362 if (failure <= -1 && failure > -15)
2363 { /* wonder */
2364 object *tmp;
2365
2366 op->failmsg ("Your spell warps!");
2367 tmp = get_archetype (SPELL_WONDER);
2368 cast_wonder (op, op, 0, tmp);
2369 tmp->destroy ();
2370 }
2371 else if (failure <= -15 && failure > -35)
2372 { /* drain mana */
2373 op->failmsg ("Your mana is drained!");
2374 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375 if (op->stats.sp < 0)
2376 op->stats.sp = 0;
2377 }
2378 else if (settings.spell_failure_effects == TRUE)
2379 {
2380 if (failure <= -35 && failure > -60)
2381 { /* confusion */
2382 op->failmsg ("The magic recoils on you!");
2383 confuse_player (op, op, power);
2384 }
2385 else if (failure <= -60 && failure > -70)
2386 { /* paralysis */
2387 op->failmsg ("The magic recoils and paralyzes you!");
2388 paralyze_player (op, op, power);
2389 }
2390 else if (failure <= -70 && failure > -80)
2391 { /* blind */
2392 op->failmsg ("The magic recoils on you!");
2393 blind_player (op, op, power);
2394 }
2395 else if (failure <= -80)
2396 { /* blast the immediate area */
2397 object *tmp = get_archetype (LOOSE_MANA);
2398 cast_magic_storm (op, tmp, power);
2399 op->failmsg ("You unleash uncontrolled mana!");
2400 tmp->destroy ();
2401 }
2402 }
2403}
2404
2405/**
2406 * Handles the applying of a skill scroll, calling learn_skill straight.
2407 * op is the person learning the skill, tmp is the skill scroll object
2408 */
2409static void
2410apply_skillscroll (object *op, object *tmp)
2411{
2412 switch (learn_skill (op, tmp))
2413 {
2414 case 0:
2415 op->play_sound (sound_find ("generic_fail"));
2416 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 break;
2418
2419 case 1:
2420 tmp->decrease ();
2421 op->play_sound (sound_find ("skill_learn"));
2422 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423 break;
2424
2425 default:
2426 tmp->decrease ();
2427 op->play_sound (sound_find ("generic_fail"));
2428 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 break;
2430 }
2431}
2432
2433/**
2434 * Actually makes op learn spell.
2435 * Informs player of what happens.
2436 */
2437void
2438do_learn_spell (object *op, object *spell, int special_prayer)
2439{
2440 object *tmp;
2441
2442 if (op->type != PLAYER)
2443 {
2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
2446 }
2447
2448 /* Upgrade special prayers to normal prayers */
2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 {
2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 {
2453 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454 return;
2455 }
2456 return;
2457 }
2458
2459 op->contr->play_sound (sound_find ("learn_spell"));
2460
2461 tmp = spell->clone ();
2462 insert_ob_in_ob (tmp, op);
2463
2464 if (special_prayer)
2465 tmp->set_flag (FLAG_STARTEQUIP);
2466
2467 esrv_add_spells (op->contr, tmp);
2468}
2469
2470/**
2471 * Erases spell from player's inventory.
2472 */
2473void
2474do_forget_spell (object *op, const char *spell)
2475{
2476 object *spob;
2477
2478 if (op->type != PLAYER)
2479 {
2480 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481 return;
2482 }
2483 if ((spob = check_spell_known (op, spell)) == NULL)
2484 {
2485 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486 return;
2487 }
2488
2489 op->failmsgf ("You lose knowledge of %s.", spell);
2490 esrv_remove_spell (op->contr, spob);
2491 spob->destroy ();
2492}
2493
2494/**
2495 * Handles player applying a spellbook.
2496 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497 * stuff like that. Random learning failure too.
2498 */
2499static void
2500apply_spellbook (object *op, object *tmp)
2501{
2502 object *skop, *spell, *spell_skill;
2503
2504 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 {
2506 op->failmsg ("You are unable to read while blind.");
2507 return;
2508 }
2509
2510 /* artifact_spellbooks have 'slaying' field point to a spell name,
2511 * instead of having their spell stored in stats.sp. These are
2512 * legacy spellbooks
2513 */
2514 if (tmp->slaying)
2515 {
2516 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517
2518 if (!spell)
2519 {
2520 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 return;
2522 }
2523 else
2524 insert_ob_in_ob (spell, tmp);
2525
2526 tmp->slaying = 0;
2527 }
2528
2529 skop = find_skill_by_name (op, tmp->skill);
2530
2531 /* need a literacy skill to learn spells. Also, having a literacy level
2532 * lower than the spell will make learning the spell more difficult */
2533 if (!skop)
2534 {
2535 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 return;
2537 }
2538
2539 spell = tmp->inv;
2540
2541 if (!spell)
2542 {
2543 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545 return;
2546 }
2547
2548 int learn_level = sqrtf (spell->level) * 1.5f;
2549 if (skop->level < learn_level)
2550 {
2551 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2552 &tmp->skill, learn_level);
2553 return;
2554 }
2555
2556 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557
2558 if (!tmp->flag [FLAG_IDENTIFIED])
2559 identify (tmp);
2560
2561 /* I removed the check for special_prayer_mark here - it didn't make
2562 * a lot of sense - special prayers are not found in spellbooks, and
2563 * if the player doesn't know the spell, doesn't make a lot of sense that
2564 * they would have a special prayer mark.
2565 */
2566 if (check_spell_known (op, spell->name))
2567 {
2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2569 return;
2570 }
2571
2572 if (spell->skill)
2573 {
2574 spell_skill = find_skill_by_name (op, spell->skill);
2575
2576 if (!spell_skill)
2577 {
2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 return;
2580 }
2581
2582 if (spell_skill->level < spell->level)
2583 {
2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 return;
2586 }
2587 }
2588
2589 /* Logic as follows
2590 *
2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592 *
2593 * 2- The learner's skill level in literacy adjusts the chance to learn
2594 * a spell.
2595 *
2596 * 3 -Automatically fail to learn if you read while confused
2597 *
2598 * Overall, chances are the same but a player will find having a high
2599 * literacy rate very useful! -b.t.
2600 */
2601 if (op->flag [FLAG_CONFUSED])
2602 {
2603 op->failmsg ("In your confused state you flub the wording of the text!");
2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2605 }
2606 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2608 {
2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610 do_learn_spell (op, spell, 0);
2611
2612 /* xp gain to literacy for spell learning */
2613 if (!tmp->flag [FLAG_STARTEQUIP])
2614 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 }
2616 else
2617 {
2618 op->contr->play_sound (sound_find ("fumble_spell"));
2619 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 }
2621
2622 tmp->decrease ();
2623}
2624
2625/**
2626 * Handles applying a spell scroll.
2627 */
2628void
2629apply_scroll (object *op, object *tmp, int dir)
2630{
2631 object *skop;
2632
2633 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 {
2635 op->failmsg ("You are unable to read while blind.");
2636 return;
2637 }
2638
2639 if (!tmp->inv || tmp->inv->type != SPELL)
2640 {
2641 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 return;
2643 }
2644
2645 if (op->type == PLAYER)
2646 {
2647 /* players need a literacy skill to read stuff! */
2648 int exp_gain = 0;
2649
2650 /* hard code literacy - tmp->skill points to where the exp
2651 * should go for anything killed by the spell.
2652 */
2653 skop = find_skill_by_name (op, shstr_literacy);
2654
2655 if (!skop)
2656 {
2657 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2658 return;
2659 }
2660
2661 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662 change_exp (op, exp_gain, skop->skill, 0);
2663 }
2664
2665 if (!tmp->flag [FLAG_IDENTIFIED])
2666 identify (tmp);
2667
2668 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669
2670 cast_spell (op, tmp, dir, tmp->inv, NULL);
2671 tmp->decrease ();
2672}
2673
2674/**
2675 * Applies a treasure object - by default, chest. op
2676 * is the person doing the applying, tmp is the treasure
2677 * chest.
2678 */
2679static void
2680apply_treasure (object *op, object *tmp)
2681{
2682 /* Nice side effect of this treasure creation method is that the treasure
2683 * for the chest is done when the chest is created, and put into the chest
2684 * inventory. So that when the chest burns up, the items still exist. Also
2685 * prevents people from moving chests to more difficult maps to get better
2686 * treasure
2687 */
2688 object *treas = tmp->inv;
2689
2690 if (!treas)
2691 {
2692 op->statusmsg ("The chest was empty.");
2693 tmp->decrease ();
2694 return;
2695 }
2696
2697 while (tmp->inv)
2698 {
2699 treas = tmp->inv;
2700 treas->remove ();
2701
2702 treas->x = op->x;
2703 treas->y = op->y;
2704 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705
2706 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 spring_trap (treas, op);
2708
2709 /* If either player or container was destroyed, no need to do
2710 * further processing. I think this should be enclused with
2711 * spring trap above, as I don't think there is otherwise
2712 * any way for the treasure chest or player to get killed.
2713 */
2714 if (op->destroyed () || tmp->destroyed ())
2715 break;
2716 }
2717
2718 if (!tmp->destroyed () && !tmp->inv)
2719 tmp->decrease (true);
2720}
2721
2722/**
2723 * A dragon is eating some flesh. If the flesh contains resistances,
2724 * there is a chance for the dragon's skin to get improved.
2725 *
2726 * attributes:
2727 * object *op the object (dragon player) eating the flesh
2728 * object *meal the flesh item, getting chewed in dragon's mouth
2729 * return:
2730 * int 1 if eating successful, 0 if it doesn't work
2731 */
2732static int
2733dragon_eat_flesh (object *op, object *meal)
2734{
2735 object *skin = NULL; /* pointer to dragon skin force */
2736 object *abil = NULL; /* pointer to dragon ability force */
2737 object *tmp = NULL; /* tmp. object */
2738
2739 double chance; /* improvement-chance of one resistance type */
2740 double totalchance = 1; /* total chance of gaining one resistance */
2741 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742 double mbonus = 0; /* monster bonus */
2743 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744 int winners = 0; /* number of winners */
2745 int i; /* index */
2746
2747 /* let's make sure and doublecheck the parameters */
2748 if (meal->type != FLESH || !op->is_dragon ())
2749 return 0;
2750
2751 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752 from the player's inventory */
2753 for (tmp = op->inv; tmp; tmp = tmp->below)
2754 if (tmp->type == FORCE)
2755 if (tmp->arch->archname == shstr_dragon_skin_force)
2756 skin = tmp;
2757 else if (tmp->arch->archname == shstr_dragon_ability_force)
2758 abil = tmp;
2759
2760 /* if either skin or ability are missing, this is an old player
2761 which is not to be considered a dragon -> bail out */
2762 if (skin == NULL || abil == NULL)
2763 return 0;
2764
2765 /* now start by filling stomache and health, according to food-value */
2766 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768 else
2769 op->stats.hp += meal->stats.food / 50;
2770
2771 min_it (op->stats.hp, op->stats.maxhp);
2772 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773
2774 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775
2776 /* on to the interesting part: chances for adding resistance */
2777 for (i = 0; i < NROFATTACKS; i++)
2778 {
2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 {
2781 /* got positive resistance, now calculate improvement chance (0-100) */
2782
2783 /* this bonus makes resistance increase easier at lower levels */
2784 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785 if (i == abil->stats.exp)
2786 bonus += 5; /* additional bonus for resistance of ability-focus */
2787
2788 /* monster bonus increases with level, because high-level
2789 flesh is too rare */
2790 mbonus = op->level * 20. / ((double) settings.max_level);
2791
2792 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793 ((double)settings.max_level)) - skin->resist[i];
2794
2795 if (chance >= 0.)
2796 chance += 1.;
2797 else
2798 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799
2800 /* chance is proportional to amount of resistance (max. 50) */
2801 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802
2803 /* doubled chance for resistance of ability-focus */
2804 if (i == abil->stats.exp)
2805 chance = min (100., chance * 2.);
2806
2807 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808 if (rndm (10000) < (unsigned int)(chance * 100))
2809 {
2810 atnr_winner[winners] = i;
2811 winners++;
2812 }
2813
2814 if (chance >= 0.01)
2815 totalchance *= 1 - chance / 100;
2816
2817 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818 }
2819 }
2820
2821 /* inverse totalchance as until now we have the failure-chance */
2822 totalchance = 100 - totalchance * 100;
2823
2824 /* print message according to totalchance */
2825 const char *buf;
2826 if (totalchance > 50.)
2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828 else if (totalchance > 10.)
2829 buf = format ("The %s tasted very good.", &meal->name);
2830 else if (totalchance > 1.)
2831 buf = format ("The %s tasted good.", &meal->name);
2832 else if (totalchance > 0.1)
2833 buf = format ("The %s tasted bland.", &meal->name);
2834 else if (totalchance >= 0.01)
2835 buf = format ("The %s had a boring taste.", &meal->name);
2836 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837 buf = format ("The %s tasted strange.", &meal->name);
2838 else
2839 buf = format ("The %s had no taste.", &meal->name);
2840
2841 op->statusmsg (buf);
2842
2843 /* now choose a winner if we have any */
2844 i = -1;
2845 if (winners > 0)
2846 i = atnr_winner [rndm (winners)];
2847
2848 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
2853
2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855 }
2856
2857 /* if this flesh contains a new ability focus, we mark it
2858 into the ability_force and it will take effect on next level */
2859 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860 {
2861 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862
2863 if (meal->last_eat != abil->stats.exp)
2864 op->statusmsg (format (
2865 "Your metabolism prepares to focus on %s!\n"
2866 "The change will happen at level %d.",
2867 change_resist_msg[meal->last_eat],
2868 abil->level + 1
2869 ));
2870 else
2871 {
2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873 abil->last_eat = 0;
2874 }
2875 }
2876
2877 return 1;
2878}
2879
2880/**
2881 * op eats food.
2882 * If player, takes care of messages and dragon special food.
2883 */
2884static void
2885apply_food (object *op, object *tmp)
2886{
2887 int capacity_remaining;
2888
2889 if (op->type != PLAYER)
2890 op->stats.hp = op->stats.maxhp;
2891 else
2892 {
2893 /* check if this is a dragon (player), eating some flesh */
2894 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895 ;
2896 else
2897 {
2898 /* usual case - no dragon meal: */
2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952}
2953
2954/**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958static void
2959apply_armour_improver (object *op, object *tmp)
2960{
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = op->mark ();
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3072
3073/**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078static void
3079apply_lighter (object *who, object *lighter)
3080{
3081 int is_player_env = 0;
3082
3083 if (object *item = who->mark ())
3084 {
3085 if (!auto_apply_lighter (who, item, lighter))
3086 return;
3087
3088 /* Perhaps we should split what we are trying to light on fire?
3089 * I can't see many times when you would want to light multiple
3090 * objects at once.
3091 */
3092
3093 save_throw_object (item, AT_FIRE, who);
3094
3095 if (item->destroyed ()
3096 || ((item->type == LAMP || item->type == TORCH)
3097 && item->glow_radius > 0))
3098 who->statusmsg (format (
3099 "You light the %s with the %s.",
3100 &item->name, &lighter->name
3101 ));
3102 else
3103 who->failmsgf (
3104 "You attempt to light the %s with the %s and fail.",
3105 &item->name, &lighter->name
3106 );
3107 }
3108 else
3109 who->failmsg ("You need to mark a lightable object.");
3110}
3111
3112/**
3113 * This function generates a cursed effect for cursed lamps and torches.
3114 */
3115static void
3116player_apply_lamp_cursed_effect (object *who, object *op)
3117{
3118 if (op->level)
3119 {
3120 who->failmsgf (
3121 "The %s was cursed, it explodes in a big fireball!",
3122 &op->name
3123 );
3124 create_exploding_ball_at (who, op->level);
3125 }
3126 else
3127 {
3128 who->failmsgf (
3129 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3130 &op->name
3131 );
3132 }
3133
3134 op->destroy ();
3135}
3136
3137/**
3138 * Apply for players and lamps
3139 *
3140 * who - the player
3141 * op - the lamp
3142 */
3143static void
3144player_apply_lamp (object *who, object *op)
3145{
3146 bool switch_on = op->glow_radius ? false : true;
3147
3148 if (switch_on)
3149 {
3150 object *lighter = 0;
3151
3152 if (op->flag [FLAG_IS_LIGHTABLE]
3153 && !(lighter = auto_apply_lighter (who, op, 0)))
3154 return;
3155
3156 if (op->stats.food < 1)
3157 {
3158 if (op->type == LAMP)
3159 who->failmsgf (
3160 "The %s is out of fuel! "
3161 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3162 &op->name
3163 );
3164 else
3165 who->failmsgf (
3166 "The %s is burnt out! "
3167 "H<Torches and similar items burn out and become worthless.>",
3168 &op->name
3169 );
3170 return;
3171 }
3172
3173 if (op->flag [FLAG_CURSED])
3174 {
3175 player_apply_lamp_cursed_effect (who, op);
3176 return;
3177 }
3178
3179 if (lighter)
3180 who->statusmsg (format (
3181 "You light up the %s with the %s.", &op->name, &lighter->name));
3182 else
3183 who->statusmsg (format ("You light up the %s.", &op->name));
3184 }
3185 else
3186 {
3187 if (op->flag [FLAG_CURSED])
3188 {
3189 player_apply_lamp_cursed_effect (who, op);
3190 return;
3191 }
3192
3193 if (op->type == TORCH)
3194 {
3195 if (!op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 who->statusmsg (format (
3198 "You put out the %s. "
3199 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3200 &op->name, &op->name));
3201 }
3202 else
3203 who->statusmsg (format (
3204 "You put out the %s."
3205 "H<Torches wear out if you put them out.>",
3206 &op->name));
3207 }
3208 else
3209 who->statusmsg (format ("You turn off the %s.", &op->name));
3210 }
3211
3212 apply_lamp (op, switch_on);
3213}
3214
3215void get_animation_from_arch (object *op, arch_ptr a)
3216{
3217 op->animation_id = a->animation_id;
3218 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3219 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3220 op->anim_speed = a->anim_speed;
3221 op->last_anim = 0;
3222 op->state = 0;
3223 op->face = a->face;
3224
3225 if (NUM_ANIMATIONS(op) > 1)
3226 {
3227 SET_ANIMATION(op, 0);
3228 animate_object (op, op->direction);
3229 }
3230 else
3231 update_object (op, UP_OBJ_FACE);
3232}
3233
3234/**
3235 * Apply for LAMPs and TORCHes.
3236 *
3237 * op - the lamp
3238 * switch_on - a flag which says whether the lamp should be switched on or off
3239 */
3240void apply_lamp (object *op, bool switch_on)
3241{
3242 op->set_glow_radius (switch_on ? op->range : 0);
3243 op->set_speed (switch_on ? op->arch->speed : 0);
3244
3245 // torches wear out if you put them out
3246 if (op->type == TORCH && !switch_on)
3247 {
3248 if (op->flag [FLAG_IS_LIGHTABLE])
3249 {
3250 op->stats.food -= (double) op->arch->stats.food / 15;
3251 if (op->stats.food < 0)
3252 op->stats.food = 0;
3253 }
3254 else
3255 op->stats.food = 0;
3256 }
3257
3258 // lamps and torched get worthless when used up
3259 if (op->stats.food <= 0)
3260 op->value = 0;
3261
3262 // FIXME: This is a hack to make the more sane torches and lamps
3263 // still animated ;-/
3264 if (op->other_arch)
3265 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3266
3267 if (object *pl = op->visible_to ())
3268 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3269}
3270
3271/**
3272 * This handles items of type 'transformer'.
3273 * Basically those items, used with a marked item, transform both items into something
3274 * else.
3275 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3276 * Change information is contained in the 'slaying' field of the marked item.
3277 * The format is as follow: transformer:[number ]yield[;transformer:...].
3278 * This way an item can be transformed in many things, and/or many objects.
3279 * The 'slaying' field for transformer is used as verb for the action.
3280 */
3281static void
3282apply_item_transformer (object *pl, object *transformer)
3283{
3284 object *new_item;
3285 const char *find;
3286 char *separator;
3287 int yield;
3288 char got[MAX_BUF];
3289 int len;
3290
3291 if (!pl || !transformer)
3292 return;
3293
3294 object *marked = pl->mark ();
3295
3296 if (!marked)
3297 {
3298 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3299 return;
3300 }
3301
3302 if (!marked->slaying)
3303 {
3304 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3305 return;
3306 }
3307
3308 /* check whether they are compatible or not */
3309 find = strstr (&marked->slaying, transformer->arch->archname);
3310 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3311 {
3312 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3313 return;
3314 }
3315
3316 find += strlen (transformer->arch->archname) + 1;
3317 /* Item can be used, now find how many and what it yields */
3318 if (isdigit (*(find)))
3319 {
3320 yield = atoi (find);
3321 if (yield < 1)
3322 {
3323 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3324 yield = 1;
3325 }
3326 }
3327 else
3328 yield = 1;
3329
3330 while (isdigit (*find))
3331 find++;
3332
3333 while (*find == ' ')
3334 find++;
3335
3336 memset (got, 0, MAX_BUF);
3337
3338 if ((separator = (char *) strchr (find, ';')))
3339 len = separator - find;
3340 else
3341 len = strlen (find);
3342
3343 min_it (len, MAX_BUF - 1);
3344
3345 strcpy (got, find);
3346 got[len] = '\0';
3347
3348 /* Now create new item, remove used ones when required. */
3349 new_item = get_archetype (got);
3350 if (!new_item)
3351 {
3352 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3353 return;
3354 }
3355
3356 new_item->nrof = yield;
3357
3358 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3359
3360 pl->insert (new_item);
3361 /* Eat up one item */
3362 marked->decrease ();
3363
3364 /* Eat one transformer if needed */
3365 if (transformer->stats.food)
3366 if (--transformer->stats.food == 0)
3367 transformer->decrease ();
3368}
3369
3370/**
3371 * Main apply handler.
3372 *
3373 * Checks for unpaid items before applying.
3374 *
3375 * Return value is currently not used
3376 *
3377 * who is the object that is causing object to be applied, op is the object
3378 * being applied.
3379 *
3380 * aflag is special (always apply/unapply) flags. Nothing is done with
3381 * them in this function - they are passed to apply_special
3382 */
3383static bool
3384manual_apply (object *who, object *op, int aflag)
3385{
3386 op = op->head_ ();
3387
3388 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3389 {
3390 if (who->contr)
3391 {
3392 examine (who, op);
3393 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3394 return 1;
3395 }
3396 else
3397 return 0; /* monsters just skip unpaid items */
3398 }
3399
3400 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3401 return RESULT_INT (0);
3402 else if (apply_types_inv_only [op->type])
3403 {
3404 // special item, using slot system, needs to be in inv
3405 if (op->env == who)
3643 return apply_special (who, op, aflags); 3406 return apply_special (who, op, aflag);
3407
3408 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3409 }
3410 else if (!who->contr && apply_types_player_only [op->type])
3411 return 0; // monsters shouldn't try to apply player-only stuff
3412 else if (apply_types [op->type])
3413 {
3414 // ordinary stuff, may be on the floor
3415 switch (op->type)
3416 {
3417 case T_HANDLE:
3418 who->play_sound (sound_find ("turn_handle"));
3419 who->statusmsg ("You turn the handle.");
3420 op->value = op->value ? 0 : 1;
3421 SET_ANIMATION (op, op->value);
3422 update_object (op, UP_OBJ_FACE);
3423 push_button (op, who);
3424 break;
3425
3426 case TRIGGER:
3427 if (check_trigger (op, who, who))
3428 {
3429 who->statusmsg ("You turn the handle.");
3430 who->play_sound (sound_find ("turn_handle"));
3431 }
3432 else
3433 who->failmsg ("The handle doesn't move.");
3434
3435 break;
3436
3437 case EXIT:
3438 if (!EXIT_PATH (op))
3439 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3440 else
3441 {
3442 /* Don't display messages for random maps. */
3443 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3444 who->statusmsg (op->msg, NDI_NAVY);
3445
3446 who->enter_exit (op);
3447 }
3448
3449 break;
3450
3451 case INSCRIBABLE:
3452 who->statusmsg (op->msg);
3453 // maybe show a spell menu to chose from or something like that
3454 break;
3455
3456 case SIGN:
3457 apply_sign (who, op, 0);
3458 break;
3459
3460 case BOOK:
3461 apply_book (who, op);
3462 break;
3463
3464 case SKILLSCROLL:
3465 apply_skillscroll (who, op);
3466 break;
3467
3468 case SPELLBOOK:
3469 apply_spellbook (who, op);
3470 break;
3471
3472 case SCROLL:
3473 apply_scroll (who, op, 0);
3474 break;
3475
3476 case POTION:
3477 apply_potion (who, op);
3478 break;
3479
3480 /* Eneq(@csd.uu.se): Handle apply on containers. */
3481 //TODO: remove, as it is unsed?
3482 case CLOSE_CON:
3483 apply_container (who, op->env);
3484 break;
3485
3486 case CONTAINER:
3487 apply_container (who, op);
3488 break;
3489
3490 case TREASURE:
3491 apply_treasure (who, op);
3492 break;
3493
3494 case LAMP:
3495 case TORCH:
3496 player_apply_lamp (who, op);
3497 break;
3498
3499 case DRINK:
3500 case FOOD:
3501 case FLESH:
3502 apply_food (who, op);
3503 break;
3504
3505 case POISON:
3506 apply_poison (who, op);
3507 break;
3508
3509 case SAVEBED:
3510 break;
3511
3512 case ARMOUR_IMPROVER:
3513 apply_armour_improver (who, op);
3514 break;
3515
3516 case WEAPON_IMPROVER:
3517 check_improve_weapon (who, op);
3518 break;
3519
3520 case CLOCK:
3521 {
3522 char buf[MAX_BUF];
3523 timeofday_t tod;
3524
3525 get_tod (&tod);
3526 who->play_sound (sound_find ("sound_clock"));
3527 who->statusmsg (format (
3528 "It is %d minute%s past %d o'clock %s",
3529 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3530 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3531 ));
3532 }
3533 break;
3534
3535 case MENU:
3536 shop_listing (op, who);
3537 break;
3538
3539 case POWER_CRYSTAL:
3540 apply_power_crystal (who, op); /* see egoitem.c */
3541 break;
3542
3543 case LIGHTER: /* for lighting torches/lanterns/etc */
3544 apply_lighter (who, op);
3545 break;
3546
3547 case ITEM_TRANSFORMER:
3548 apply_item_transformer (who, op);
3549 break;
3550 }
3551
3552 return 1;
3553 }
3554 else
3555 {
3556 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3557 return 0;
3558 }
3559}
3560
3561/**
3562 * player_apply_below attempts to apply the object 'below' the player.
3563 * If the player has an open container, we use that for below, otherwise
3564 * we use the ground.
3565 */
3566void
3567player_apply_below (object *pl)
3568{
3569 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3570
3571 /* If using a container, set the starting item to be the top
3572 * item in the container. Otherwise, use the map.
3573 */
3574
3575 // first try to apply "applyables"
3576 for (object *tmp = top; tmp; tmp = tmp->below)
3577 if (!tmp->invisible && apply_types [tmp->type])
3578 {
3579 // If it is visible, player can apply it.
3580 pl->apply (tmp);
3581 return;
3582 }
3583
3584 while (top && top->invisible)
3585 top = top->below;
3586
3587 if (!top || top->flag [FLAG_IS_FLOOR])
3588 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3589 "H<There is nothing here that you can apply.>");
3590 else
3591 // next, try to explain the topmost object
3592 switch (top->type)
3593 {
3594 // TODO: all this should move to examine
3595 case ALTAR:
3596 case IDENTIFY_ALTAR:
3597 case TRIGGER_ALTAR:
3598 case CONVERTER:
3599 //case TRIGGER_PEDESTAL:
3600 pl->failmsgf (
3601 "You see no obvious mechanism on the %s."
3602 "H<You have to drop one or more specific items here.>",
3603 query_short_name (top)
3604 );
3605 break;
3606
3607 case BUTTON:
3608 case TRIGGER_BUTTON:
3609 pl->failmsgf (
3610 "The %s looks as if you could activate it with somehting heavy. "
3611 "H<You must put enough items here to activate it.>",
3612 query_short_name (top)
3613 );
3614 break;
3615
3616 default:
3617 examine (pl, top);
3618 break;
3619 }
3620}
3621
3622// saner interface, returns successful status
3623bool
3624object::apply (object *ob, int aflags)
3625{
3626 if (!ob) // simplifies a lot of callers
3627 return true;
3628
3629 if (contr)
3630 {
3631 if (!ob->env && (move_type & MOVE_FLYING))
3632 {
3633 /* player is flying and applying object not in inventory */
3634 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3635 {
3636 failmsg ("But you are floating high above the ground! "
3637 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3638 "or waiting till the levitation effect wears off.>");
3639 return 0;
3640 }
3641 }
3642
3643 contr->last_used = ob;
3644 }
3645
3646 bool want_apply =
3647 aflags & AP_APPLY ? true
3648 : aflags & AP_UNAPPLY ? false
3649 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3650
3651 object_ptr *slot = 0;
3652
3653 // detect the slot, if this is a player
3654 if (contr && !(aflags & AP_NO_SLOT))
3655 {
3656 object *oslot;
3657
3658 switch (ob->type)
3659 {
3660 case WEAPON:
3661 slot = &contr->combat_ob;
3662 oslot = contr->ranged_ob;
3663 break;
3664
3665 case BOW:
3666 case RANGED:
3667 case SPELL:
3668 case WAND:
3669 case ROD:
3670 case HORN:
3671 case BUILDER:
3672 slot = &contr->ranged_ob;
3673 oslot = contr->combat_ob;
3674 break;
3675
3676 // oh, the humanity
3677 case SKILL:
3678 if (aflags & AP_NO_SLOT)
3679 break;
3680
3681 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_COMBAT)
3685 {
3686 slot = &contr->combat_ob;
3687 oslot = contr->ranged_ob;
3688 }
3689 else if (skill_flags [ob->subtype] & SF_RANGED)
3690 {
3691 slot = &contr->ranged_ob;
3692 oslot = contr->combat_ob;
3693 }
3694
3695 break;
3696 }
3697
3698 // now handle slot exclusions
3699 if (slot)
3700 {
3701 // only one slot can be active
3702 if (want_apply)
3703 {
3704 // clear slot unless we are in it already
3705 if (*slot != ob)
3706 apply (*slot, AP_UNAPPLY);
3707
3708 // unapply other slot, because we want to become active
3709 apply (oslot, AP_UNAPPLY);
3710 }
3711
3712 // clear item from slot if applied
3713 if (!want_apply && current_weapon == ob)
3714 current_weapon = 0;
3715 }
3716 }
3717
3718 if (ob->flag [FLAG_APPLIED] != want_apply)
3719 manual_apply (this, ob, aflags);
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 return false;
3723
3724 if (slot && want_apply)
3725 current_weapon = *slot = ob;
3726
3727 return true;
3644} 3728}
3645 3729
3646/** 3730/**
3647 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3648 * 3732 *
3652auto_apply (object *op) 3736auto_apply (object *op)
3653{ 3737{
3654 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3655 int i; 3739 int i;
3656 3740
3657 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3741 op->clr_flag (FLAG_AUTO_APPLY);
3658 3742
3659 switch (op->type) 3743 switch (op->type)
3660 { 3744 {
3661 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3662 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3672 == NULL && --i); 3756 == NULL && --i);
3673 3757
3674 if (tmp == NULL) 3758 if (tmp == NULL)
3675 return 0; 3759 return 0;
3676 3760
3677 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3678 { 3762 {
3679 tmp->destroy (); 3763 tmp->destroy ();
3680 tmp = NULL; 3764 tmp = NULL;
3681 } 3765 }
3682 } 3766 }
3683 while (!tmp); 3767 while (!tmp);
3684 3768
3685 tmp->x = op->x; 3769 tmp->x = op->x;
3686 tmp->y = op->y; 3770 tmp->y = op->y;
3687 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3688 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3689 identify (tmp); 3773 identify (tmp);
3690 break; 3774 break;
3691 3775
3692 case TREASURE: 3776 case TREASURE:
3693 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3694 return 0; 3778 return 0;
3695 3779
3696 while (op->stats.hp-- > 0) 3780 while (op->stats.hp-- > 0)
3697 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3698 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3782 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3736 3820
3737 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 { 3822 {
3739 invnext = invtmp->below; 3823 invnext = invtmp->below;
3740 3824
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3742 auto_apply (invtmp); 3826 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3828 {
3745 while (invtmp->stats.hp-- > 0) 3829 while (invtmp->stats.hp-- > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 * treasure again for this object 3839 * treasure again for this object
3756 */ 3840 */
3757 invtmp->randomitems = NULL; 3841 invtmp->randomitems = NULL;
3758 } 3842 }
3759 } 3843 }
3844
3760 /* This is really temporary - the code at the bottom will 3845 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3846 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3847 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3848 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3849 * MSW 2004-05-13
3768 * Ryo 2004-08-16 3853 * Ryo 2004-08-16
3769 */ 3854 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3856 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3773
3774 } 3858 }
3775 3859
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3777 auto_apply (tmp); 3861 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3862 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3779 { 3863 {
3780 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3783 } 3867 }
3784 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3785 { 3869 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3871
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3789 tmp->set_speed (0); 3873 tmp->set_speed (0);
3790 } 3874 }
3791 /* This function can be called everytime a map is loaded, even when 3875 /* This function can be called everytime a map is loaded, even when
3792 * swapping back in. As such, we don't want to create the treasure 3876 * swapping back in. As such, we don't want to create the treasure
3793 * over and ove again, so after we generate the treasure, blank out 3877 * over and ove again, so after we generate the treasure, blank out
3811 } 3895 }
3812 3896
3813 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above); 3900 check_trigger (tmp, tmp->above, tmp->above);
3817} 3901}
3818 3902
3819/** 3903/**
3820 * Handles player eating food that temporarily changes status (resistances, stats). 3904 * Handles player eating food that temporarily changes status (resistances, stats).
3821 * This used to call cast_change_attr(), but 3905 * This used to call cast_change_attr(), but
3826eat_special_food (object *who, object *food) 3910eat_special_food (object *who, object *food)
3827{ 3911{
3828 object *force; 3912 object *force;
3829 int i, did_one = 0; 3913 int i, did_one = 0;
3830 3914
3831 force = get_archetype (FORCE_NAME); 3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3832 3918
3833 for (i = 0; i < NUM_STATS; i++)
3834 if (sint8 k = food->stats.stat (i))
3835 {
3836 force->stats.stat (i) = k;
3837 did_one = 1;
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1;
3847 }
3848 }
3849
3850 if (did_one)
3851 {
3852 force->set_speed (0.1);
3853 /* bigger morsel of food = longer effect time */ 3919 /* bigger morsel of food = longer effect time */
3854 force->duration = food->stats.food / 5; 3920 int duration = TIME2TICK (food->stats.food);
3855 SET_FLAG (force, FLAG_APPLIED); 3921
3856 change_abil (who, force); 3922 if (force = who->force_find (key))
3857 insert_ob_in_ob (force, who); 3923 {
3924 if (duration > fabs (force->speed_left / force->speed))
3925 {
3926 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3927 force->force_set_timer (duration);
3928 }
3929 else
3930 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3931
3932 return;
3858 } 3933 }
3859 else 3934 else
3935 {
3936 force = who->force_add (key, duration);
3937 force->name = key;
3938
3939 /* check if the food affects a stat */
3940 for (i = 0; i < NUM_STATS; i++)
3941 if (sint8 k = food->stats.stat (i))
3942 {
3943 force->stats.stat (i) = k;
3944 did_one = 1;
3945 }
3946
3947 /* check if we can protect the eater */
3948 for (i = 0; i < NROFATTACKS; i++)
3949 {
3950 if (food->resist[i] > 0)
3951 {
3952 force->resist[i] = food->resist[i];
3953 did_one = 1;
3954 }
3955 }
3956
3957 if (did_one)
3958 {
3959 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3960
3961 /* make the force take effect and report effects to user */
3962 change_abil (who, force);
3963 }
3964 else
3860 force->destroy (); 3965 force->destroy ();
3966 }
3861 3967
3862 /* check for hp, sp change */ 3968 /* check for hp, sp change */
3863 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
3864 { 3970 {
3865 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
3866 { 3972 {
3867 who->contr->killer = food; 3973 who->contr->killer = food;
3868 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3869 who->failmsg ("Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
3870 } 3976 }
3879 } 3985 }
3880 } 3986 }
3881 3987
3882 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
3883 { 3989 {
3884 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
3885 { 3991 {
3886 who->failmsg ("You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
3887 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
3888 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
3889 who->stats.sp = 0; 3995 who->stats.sp = 0;
3895 /* place limit on max sp from food? */ 4001 /* place limit on max sp from food? */
3896 } 4002 }
3897 } 4003 }
3898 4004
3899 who->update_stats (); 4005 who->update_stats ();
3900}
3901
3902
3903/**
3904 * op made some mistake with a scroll, this takes care of punishment.
3905 * scroll_failure()- hacked directly from spell_failure
3906 */
3907void
3908scroll_failure (object *op, int failure, int power)
3909{
3910 if (abs (failure / 4) > power)
3911 power = abs (failure / 4); /* set minimum effect */
3912
3913 if (failure <= -1 && failure > -15)
3914 { /* wonder */
3915 object *tmp;
3916
3917 op->failmsg ("Your spell warps!");
3918 tmp = get_archetype (SPELL_WONDER);
3919 cast_wonder (op, op, 0, tmp);
3920 tmp->destroy ();
3921 }
3922 else if (failure <= -15 && failure > -35)
3923 { /* drain mana */
3924 op->failmsg ("Your mana is drained!");
3925 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3926 if (op->stats.sp < 0)
3927 op->stats.sp = 0;
3928 }
3929 else if (settings.spell_failure_effects == TRUE)
3930 {
3931 if (failure <= -35 && failure > -60)
3932 { /* confusion */
3933 op->failmsg ("The magic recoils on you!");
3934 confuse_player (op, op, power);
3935 }
3936 else if (failure <= -60 && failure > -70)
3937 { /* paralysis */
3938 op->failmsg ("The magic recoils and paralyzes you!");
3939 paralyze_player (op, op, power);
3940 }
3941 else if (failure <= -70 && failure > -80)
3942 { /* blind */
3943 op->failmsg ("The magic recoils on you!");
3944 blind_player (op, op, power);
3945 }
3946 else if (failure <= -80)
3947 { /* blast the immediate area */
3948 object *tmp = get_archetype (LOOSE_MANA);
3949 cast_magic_storm (op, tmp, power);
3950 op->failmsg ("You unleash uncontrolled mana!");
3951 tmp->destroy ();
3952 }
3953 }
3954} 4006}
3955 4007
3956void 4008void
3957apply_changes_to_player (object *pl, object *change) 4009apply_changes_to_player (object *pl, object *change)
3958{ 4010{
4026 pl->animation_id = change->animation_id; 4078 pl->animation_id = change->animation_id;
4027 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4028 } 4080 }
4029 4081
4030 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
4031 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4083 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4032 if (change->name == shstr_monk) 4084 if (change->name == shstr_monk)
4033 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
4034 4086
4035 break; 4087 break;
4036 } 4088 }
4037 } 4089 }
4038} 4090}
4039 4091
4040/**
4041 * This handles items of type 'transformer'.
4042 * Basically those items, used with a marked item, transform both items into something
4043 * else.
4044 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4045 * Change information is contained in the 'slaying' field of the marked item.
4046 * The format is as follow: transformer:[number ]yield[;transformer:...].
4047 * This way an item can be transformed in many things, and/or many objects.
4048 * The 'slaying' field for transformer is used as verb for the action.
4049 */
4050void
4051apply_item_transformer (object *pl, object *transformer)
4052{
4053 object *marked;
4054 object *new_item;
4055 char *find;
4056 char *separator;
4057 int yield;
4058 char got[MAX_BUF];
4059 int len;
4060
4061 if (!pl || !transformer)
4062 return;
4063
4064 marked = find_marked_object (pl);
4065
4066 if (!marked)
4067 {
4068 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4069 return;
4070 }
4071
4072 if (!marked->slaying)
4073 {
4074 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4075 return;
4076 }
4077
4078 /* check whether they are compatible or not */
4079 find = strstr (&marked->slaying, transformer->arch->archname);
4080 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4081 {
4082 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4083 return;
4084 }
4085
4086 find += strlen (transformer->arch->archname) + 1;
4087 /* Item can be used, now find how many and what it yields */
4088 if (isdigit (*(find)))
4089 {
4090 yield = atoi (find);
4091 if (yield < 1)
4092 {
4093 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4094 yield = 1;
4095 }
4096 }
4097 else
4098 yield = 1;
4099
4100 while (isdigit (*find))
4101 find++;
4102
4103 while (*find == ' ')
4104 find++;
4105
4106 memset (got, 0, MAX_BUF);
4107
4108 if ((separator = strchr (find, ';')) != NULL)
4109 len = separator - find;
4110 else
4111 len = strlen (find);
4112
4113 if (len > MAX_BUF - 1)
4114 len = MAX_BUF - 1;
4115
4116 strcpy (got, find);
4117 got[len] = '\0';
4118
4119 /* Now create new item, remove used ones when required. */
4120 new_item = get_archetype (got);
4121 if (!new_item)
4122 {
4123 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4124 return;
4125 }
4126
4127 new_item->nrof = yield;
4128
4129 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4130
4131 pl->insert (new_item);
4132 /* Eat up one item */
4133 marked->decrease ();
4134
4135 /* Eat one transformer if needed */
4136 if (transformer->stats.food)
4137 if (--transformer->stats.food == 0)
4138 transformer->decrease ();
4139}
4140

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