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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.223 by elmex, Fri Mar 19 17:53:06 2010 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 40 {
59 arch_flag = op->subtype & 1; 41 set (WEAPON);
60 name_flag = op->subtype & 2; 42 set (ARMOUR);
61 race_flag = op->subtype & 4; 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
62 } 61 }
63 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
64 { 69 {
65 arch_flag = 1; 70 set (EXIT);
66 name_flag = 1; 71 set (BOOK);
67 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 */
68 } 84 }
85} apply_types_player_only;
69 86
70 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
71 * name or race that matches. 88// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 89
79 /* If the director has slaying set, only affect objects where none 90static const struct apply_types : typeset
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88}
89
90/**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95static int
96apply_id_altar (object *money, object *altar, object *pl)
97{ 91{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 92 apply_types ()
99 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 { 94 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
130 { 96 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 97 set (SCROLL);
132 { 98 set (POTION);
133 identify (id); 99 set (CLOSE_CON);
134 100 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 101 set (LAMP);
136 if (id->msg) 102 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 103 set (DRINK);
138 104 set (FOOD);
139 /* If no more money, might as well quit now */ 105 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
141 break; 107 set (POWER_CRYSTAL);
142 } 108 set (ITEM_TRANSFORMER);
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 } 109 }
150 110} apply_types;
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157}
158
159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163void
164handle_apply_yield (object *tmp)
165{
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168}
169
170/**
171 * Handles applying a potion.
172 */
173int
174apply_potion (object *op, object *tmp)
175{
176 int got_one = 0, i;
177 object *force = 0, *floor = 0;
178
179 floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (shstr_depletion)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < min (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < min (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395}
396 111
397/**************************************************************************** 112/****************************************************************************
398 * Weapon improvement code follows 113 * Weapon improvement code follows
399 ****************************************************************************/ 114 ****************************************************************************/
400 115
424 if (!item) 139 if (!item)
425 return 0; 140 return 0;
426 141
427 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item) 143 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
431 count += op->number_of (); 146 count += op->number_of ();
432 147
433 return count; 148 return count;
434} 149}
435 150
482 if (improver->slaying) 197 if (improver->slaying)
483 { 198 {
484 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
485 if (count < 1) 200 if (count < 1)
486 { 201 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 203 return 0;
489 } 204 }
490 } 205 }
491 else 206 else
492 count = 1; 207 count = 1;
617 { 332 {
618 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 334 return 0;
620 } 335 }
621 336
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 337 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 338 && !check_item_power (op, weapon->item_power + 1))
624 { 339 {
625 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 342 "really want to improve it.");
677 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
678 393
679 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
681 { 396 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 398 return 0;
684 } 399 }
685 400
686 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 402 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
710 */ 425 */
711static int 426static int
712check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
713{ 428{
714 object *otmp;
715
716 if (op->type != PLAYER) 429 if (op->type != PLAYER)
717 return 0; 430 return 0;
718 431
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 433 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 435 return 0;
723 } 436 }
724 437
725 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
726 439
727 if (!otmp) 440 if (!otmp)
728 { 441 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 442 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0; 443 return 0;
731 } 444 }
732 445
733 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 447 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 455 return 0;
737 } 456 }
738 457
739 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
740 459
766 * changing of physical area right now. 485 * changing of physical area right now.
767 */ 486 */
768static int 487static int
769improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
770{ 489{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
774 { 491 {
775 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 493 return 0;
777 } 494 }
788 } 505 }
789 506
790 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
792 */ 509 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 511
795 armour->magic++; 512 armour->magic++;
796 513
797 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
798 { 515 {
836 553
837 if (op->type == PLAYER) 554 if (op->type == PLAYER)
838 { 555 {
839 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
840 557
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 559 op->update_stats ();
843 } 560 }
844 561
845 improver->decrease (); 562 improver->decrease ();
846 563
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 645 ob_to_copy = ob;
929 646
930 item = ob_to_copy->deep_clone (); 647 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 650 }
934 else 651 else
935 { 652 {
936 if (!conv_to) 653 if (!conv_to)
949 666
950 if (nr) 667 if (nr)
951 item->nrof *= nr; 668 item->nrof *= nr;
952 669
953 if (converter->flag [FLAG_PRECIOUS]) 670 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 671 item->set_flag (FLAG_UNPAID);
955 672
956 if (is_in_shop (converter)) 673 if (converter->is_in_shop ())
957 { 674 {
958 // converters on shop floors don't work anymore, bug lets check for it 675 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 676 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 678 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 679 item->set_flag (FLAG_UNPAID);
963 } 680 }
964 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
965 { 682 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1016 return 1; 733 return 1;
1017 } 734 }
1018 else if (!sack->env) 735 else if (!sack->env)
1019 { 736 {
1020 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1021 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));
1022 return 1; 739 return 1;
1023 } 740 }
1024 741
1025 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1026 } 743 }
1102{ 819{
1103 int rv = 0; 820 int rv = 0;
1104 double opinion; 821 double opinion;
1105 object *tmp, *next; 822 object *tmp, *next;
1106 823
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 825
1109 bool has_unpaid = false; 826 bool has_unpaid = false;
1110 827
1111 // 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
1112 // a quick and small change :( 829 // a quick and small change :(
1125 */ 842 */
1126 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1127 { 844 {
1128 next = tmp->below; 845 next = tmp->below;
1129 846
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1131 { 848 {
1132 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);
1133 850
1134 if (i >= 0) 851 if (i >= 0)
1135 tmp->move (i); 852 tmp->move (i);
1136 } 853 }
1137 } 854 }
1138 855
1139 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1141 return 0; 858 return 0;
1142 859
1143 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1145 */ 862 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 864 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 867
1151 if (i != -1) 868 if (i != -1)
1164 /* this is only used for players */ 881 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1166 883
1167 if (has_unpaid) 884 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 888 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1173 890
1174 if (shop_mat->msg) 891 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1176 /* 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,
1177 * 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
1178 * actually the shop floor. 895 * actually the shop floor.
1179 */ 896 */
1180 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1181 { 898 {
1182 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1183 900
1184 op->statusmsg ( 901 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1207 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;
1208 } 925 }
1209 } 926 }
1210 927
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 929 return rv;
1213} 930}
1214 931
1215/** 932/**
1216 * Handles applying a sign. 933 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
1245 962
1246 return; 963 return;
1247 } 964 }
1248 965
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 967 sign->last_eat++;
1251 } 968 }
1252 969
1253 /* 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?
1254 * 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
1255 * 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
1256 * to us). 973 * to us).
1257 */ 974 */
1258 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)
1259 { 976 {
1260 op->failmsg ("You are unable to read while blind!"); 977 op->failmsg ("You are unable to read while blind!");
1261 return; 978 return;
1262 } 979 }
1263 980
1304 EXIT_Y (trap) + freearr_y[dir], 1021 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1022 0, victim);
1306} 1023}
1307 1024
1308/** 1025/**
1309 * 'victim' moves onto 'trap'
1310 * 'victim' leaves 'trap'
1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1312 *
1313 * originator: Player, monster or other object that caused 'victim' to move
1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1315 * However, some types of traps require an originator to function.
1316 */
1317void
1318move_apply (object *trap, object *victim, object *originator)
1319{
1320 static int recursion_depth = 0;
1321
1322 /* Only exits affect DMs. */
1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1324 return;
1325
1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion.
1328 */
1329 /* The following was changed because it was causing perfectly correct
1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes.
1334 */
1335 if (recursion_depth >= 500)
1336 {
1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1339 return;
1340 }
1341
1342 recursion_depth++;
1343 if (trap->head)
1344 trap = trap->head;
1345
1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347 switch (trap->type)
1348 {
1349 case PLAYERMOVER:
1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 {
1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1442 */
1443 ab_next = ab->above;
1444
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 break;
1458 }
1459
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 break;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 break;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 break;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 break;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 break; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 break;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 break;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim);
1529 break;
1530
1531 default:
1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 break;
1535 }
1536
1537 recursion_depth--;
1538}
1539
1540/**
1541 * Handles reading a regular (ie not containing a spell) book.
1542 */
1543static void
1544apply_book (object *op, object *tmp)
1545{
1546 int lev_diff;
1547 object *skill_ob;
1548
1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1550 {
1551 op->failmsg ("You are unable to read while blind!");
1552 return;
1553 }
1554
1555 if (!tmp->msg)
1556 {
1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1558 return;
1559 }
1560
1561 /* need a literacy skill to read stuff! */
1562 skill_ob = find_skill_by_name (op, tmp->skill);
1563 if (!skill_ob)
1564 {
1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1566 return;
1567 }
1568
1569 lev_diff = tmp->level - (skill_ob->level + 5);
1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1571 {
1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension.");
1578 return;
1579 }
1580
1581 // we currently don't use the message types for anything.
1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1585
1586 if (player *pl = op->contr)
1587 if (client *ns = pl->ns)
1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1589
1590 /* gain xp from reading */
1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1592 { /* only if not read before */
1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594
1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596 {
1597 /*exp_gain *= 2; because they just identified it too */
1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1599
1600 if (object *pl = tmp->visible_to ())
1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1602 }
1603
1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1659 }
1660}
1661
1662/**
1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1664 * op is the person learning the skill, tmp is the skill scroll object
1665 */
1666static void
1667apply_skillscroll (object *op, object *tmp)
1668{
1669 switch (learn_skill (op, tmp))
1670 {
1671 case 0:
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 break;
1675
1676 case 1:
1677 tmp->decrease ();
1678 op->play_sound (sound_find ("skill_learn"));
1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1680 break;
1681
1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1686 break;
1687 }
1688}
1689
1690/**
1691 * Actually makes op learn spell.
1692 * Informs player of what happens.
1693 */
1694void
1695do_learn_spell (object *op, object *spell, int special_prayer)
1696{
1697 object *tmp;
1698
1699 if (op->type != PLAYER)
1700 {
1701 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1702 return;
1703 }
1704
1705 /* Upgrade special prayers to normal prayers */
1706 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707 {
1708 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709 {
1710 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1711 return;
1712 }
1713 return;
1714 }
1715
1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1718 tmp = spell->clone ();
1719 insert_ob_in_ob (tmp, op);
1720
1721 if (special_prayer)
1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1723
1724 esrv_add_spells (op->contr, tmp);
1725}
1726
1727/**
1728 * Erases spell from player's inventory.
1729 */
1730void
1731do_forget_spell (object *op, const char *spell)
1732{
1733 object *spob;
1734
1735 if (op->type != PLAYER)
1736 {
1737 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1738 return;
1739 }
1740 if ((spob = check_spell_known (op, spell)) == NULL)
1741 {
1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1743 return;
1744 }
1745
1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1747 player_unready_range_ob (op->contr, spob);
1748 esrv_remove_spell (op->contr, spob);
1749 spob->destroy ();
1750}
1751
1752/**
1753 * Handles player applying a spellbook.
1754 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1755 * stuff like that. Random learning failure too.
1756 */
1757static void
1758apply_spellbook (object *op, object *tmp)
1759{
1760 object *skop, *spell, *spell_skill;
1761
1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1763 {
1764 op->failmsg ("You are unable to read while blind.");
1765 return;
1766 }
1767
1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1769 * instead of having their spell stored in stats.sp. These are
1770 * legacy spellbooks
1771 */
1772 if (tmp->slaying)
1773 {
1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1776 if (!spell)
1777 {
1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1779 return;
1780 }
1781 else
1782 insert_ob_in_ob (spell, tmp);
1783
1784 tmp->slaying = 0;
1785 }
1786
1787 skop = find_skill_by_name (op, tmp->skill);
1788
1789 /* need a literacy skill to learn spells. Also, having a literacy level
1790 * lower than the spell will make learning the spell more difficult */
1791 if (!skop)
1792 {
1793 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1794 return;
1795 }
1796
1797 spell = tmp->inv;
1798
1799 if (!spell)
1800 {
1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1803 return;
1804 }
1805
1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1808 {
1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1811 return;
1812 }
1813
1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1815
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 identify (tmp);
1818
1819 /* I removed the check for special_prayer_mark here - it didn't make
1820 * a lot of sense - special prayers are not found in spellbooks, and
1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1822 * they would have a special prayer mark.
1823 */
1824 if (check_spell_known (op, spell->name))
1825 {
1826 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1827 return;
1828 }
1829
1830 if (spell->skill)
1831 {
1832 spell_skill = find_skill_by_name (op, spell->skill);
1833
1834 if (!spell_skill)
1835 {
1836 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1837 return;
1838 }
1839
1840 if (spell_skill->level < spell->level)
1841 {
1842 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1843 return;
1844 }
1845 }
1846
1847 /* Logic as follows
1848 *
1849 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1850 *
1851 * 2- The learner's skill level in literacy adjusts the chance to learn
1852 * a spell.
1853 *
1854 * 3 -Automatically fail to learn if you read while confused
1855 *
1856 * Overall, chances are the same but a player will find having a high
1857 * literacy rate very useful! -b.t.
1858 */
1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1860 {
1861 op->failmsg ("In your confused state you flub the wording of the text!");
1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1863 }
1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1866 {
1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1868 do_learn_spell (op, spell, 0);
1869
1870 /* xp gain to literacy for spell learning */
1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1872 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1873 }
1874 else
1875 {
1876 op->contr->play_sound (sound_find ("fumble_spell"));
1877 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1878 }
1879
1880 tmp->decrease ();
1881}
1882
1883/**
1884 * Handles applying a spell scroll.
1885 */
1886void
1887apply_scroll (object *op, object *tmp, int dir)
1888{
1889 object *skop;
1890
1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1892 {
1893 op->failmsg ("You are unable to read while blind.");
1894 return;
1895 }
1896
1897 if (!tmp->inv || tmp->inv->type != SPELL)
1898 {
1899 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1900 return;
1901 }
1902
1903 if (op->type == PLAYER)
1904 {
1905 /* players need a literacy skill to read stuff! */
1906 int exp_gain = 0;
1907
1908 /* hard code literacy - tmp->skill points to where the exp
1909 * should go for anything killed by the spell.
1910 */
1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1912
1913 if (!skop)
1914 {
1915 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1916 return;
1917 }
1918
1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1920 change_exp (op, exp_gain, skop->skill, 0);
1921 }
1922
1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1924 identify (tmp);
1925
1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1927
1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1929 tmp->decrease ();
1930}
1931
1932/**
1933 * Applies a treasure object - by default, chest. op
1934 * is the person doing the applying, tmp is the treasure
1935 * chest.
1936 */
1937static void
1938apply_treasure (object *op, object *tmp)
1939{
1940 /* Nice side effect of this treasure creation method is that the treasure
1941 * for the chest is done when the chest is created, and put into the chest
1942 * inventory. So that when the chest burns up, the items still exist. Also
1943 * prevents people from moving chests to more difficult maps to get better
1944 * treasure
1945 */
1946 object *treas = tmp->inv;
1947
1948 if (!treas)
1949 {
1950 op->statusmsg ("The chest was empty.");
1951 tmp->decrease ();
1952 return;
1953 }
1954
1955 while (tmp->inv)
1956 {
1957 treas = tmp->inv;
1958 treas->remove ();
1959
1960 treas->x = op->x;
1961 treas->y = op->y;
1962 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1963
1964 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1965 spring_trap (treas, op);
1966
1967 /* If either player or container was destroyed, no need to do
1968 * further processing. I think this should be enclused with
1969 * spring trap above, as I don't think there is otherwise
1970 * any way for the treasure chest or player to get killed.
1971 */
1972 if (op->destroyed () || tmp->destroyed ())
1973 break;
1974 }
1975
1976 if (!tmp->destroyed () && !tmp->inv)
1977 tmp->decrease (true);
1978}
1979
1980/**
1981 * A dragon is eating some flesh. If the flesh contains resistances,
1982 * there is a chance for the dragon's skin to get improved.
1983 *
1984 * attributes:
1985 * object *op the object (dragon player) eating the flesh
1986 * object *meal the flesh item, getting chewed in dragon's mouth
1987 * return:
1988 * int 1 if eating successful, 0 if it doesn't work
1989 */
1990static int
1991dragon_eat_flesh (object *op, object *meal)
1992{
1993 object *skin = NULL; /* pointer to dragon skin force */
1994 object *abil = NULL; /* pointer to dragon ability force */
1995 object *tmp = NULL; /* tmp. object */
1996
1997 double chance; /* improvement-chance of one resistance type */
1998 double totalchance = 1; /* total chance of gaining one resistance */
1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2000 double mbonus = 0; /* monster bonus */
2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2002 int winners = 0; /* number of winners */
2003 int i; /* index */
2004
2005 /* let's make sure and doublecheck the parameters */
2006 if (meal->type != FLESH || !op->is_dragon ())
2007 return 0;
2008
2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2010 from the player's inventory */
2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2012 if (tmp->type == FORCE)
2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2014 skin = tmp;
2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2016 abil = tmp;
2017
2018 /* if either skin or ability are missing, this is an old player
2019 which is not to be considered a dragon -> bail out */
2020 if (skin == NULL || abil == NULL)
2021 return 0;
2022
2023 /* now start by filling stomache and health, according to food-value */
2024 if ((999 - op->stats.food) < meal->stats.food)
2025 op->stats.hp += (999 - op->stats.food) / 50;
2026 else
2027 op->stats.hp += meal->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031
2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2033
2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2035
2036 /* on to the interesting part: chances for adding resistance */
2037 for (i = 0; i < NROFATTACKS; i++)
2038 {
2039 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2040 {
2041 /* got positive resistance, now calculate improvement chance (0-100) */
2042
2043 /* this bonus makes resistance increase easier at lower levels */
2044 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2045 if (i == abil->stats.exp)
2046 bonus += 5; /* additional bonus for resistance of ability-focus */
2047
2048 /* monster bonus increases with level, because high-level
2049 flesh is too rare */
2050 mbonus = op->level * 20. / ((double) settings.max_level);
2051
2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2053 ((double)settings.max_level)) - skin->resist[i];
2054
2055 if (chance >= 0.)
2056 chance += 1.;
2057 else
2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2059
2060 /* chance is proportional to amount of resistance (max. 50) */
2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2062
2063 /* doubled chance for resistance of ability-focus */
2064 if (i == abil->stats.exp)
2065 chance = min (100., chance * 2.);
2066
2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2068 if (rndm (10000) < (unsigned int)(chance * 100))
2069 {
2070 atnr_winner[winners] = i;
2071 winners++;
2072 }
2073
2074 if (chance >= 0.01)
2075 totalchance *= 1 - chance / 100;
2076
2077 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2078 }
2079 }
2080
2081 /* inverse totalchance as until now we have the failure-chance */
2082 totalchance = 100 - totalchance * 100;
2083
2084 /* print message according to totalchance */
2085 const char *buf;
2086 if (totalchance > 50.)
2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2088 else if (totalchance > 10.)
2089 buf = format ("The %s tasted very good.", &meal->name);
2090 else if (totalchance > 1.)
2091 buf = format ("The %s tasted good.", &meal->name);
2092 else if (totalchance > 0.1)
2093 buf = format ("The %s tasted bland.", &meal->name);
2094 else if (totalchance >= 0.01)
2095 buf = format ("The %s had a boring taste.", &meal->name);
2096 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2097 buf = format ("The %s tasted strange.", &meal->name);
2098 else
2099 buf = format ("The %s had no taste.", &meal->name);
2100
2101 op->statusmsg (buf);
2102
2103 /* now choose a winner if we have any */
2104 i = -1;
2105 if (winners > 0)
2106 i = atnr_winner [rndm (winners)];
2107
2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2109 {
2110 /* resistance increased! */
2111 skin->resist[i]++;
2112 op->update_stats ();
2113
2114 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2115 }
2116
2117 /* if this flesh contains a new ability focus, we mark it
2118 into the ability_force and it will take effect on next level */
2119 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2120 {
2121 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2122
2123 if (meal->last_eat != abil->stats.exp)
2124 op->statusmsg (format (
2125 "Your metabolism prepares to focus on %s!\n"
2126 "The change will happen at level %d.",
2127 change_resist_msg[meal->last_eat],
2128 abil->level + 1
2129 ));
2130 else
2131 {
2132 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2133 abil->last_eat = 0;
2134 }
2135 }
2136
2137 return 1;
2138}
2139
2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214}
2215
2216/**
2217 * Handles applying an improve armor scroll.
2218 * Does some sanity checks, then calls improve_armour.
2219 */
2220static void
2221apply_armour_improver (object *op, object *tmp)
2222{
2223 object *armor;
2224
2225 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2226 {
2227 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2228 return;
2229 }
2230
2231 armor = find_marked_object (op);
2232
2233 if (!armor)
2234 {
2235 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2236 return;
2237 }
2238
2239 if (armor->type != ARMOUR
2240 && armor->type != CLOAK
2241 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2242 {
2243 op->failmsg ("Your marked item is not armour!\n");
2244 return;
2245 }
2246
2247 op->statusmsg ("Applying armour enchantment.");
2248 improve_armour (op, tmp, armor);
2249}
2250
2251void
2252apply_poison (object *op, object *tmp)
2253{
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2259 if (op->type == PLAYER)
2260 {
2261 op->contr->play_sound (sound_find ("drink_poison"));
2262 op->failmsg ("Yech! That tasted poisonous!");
2263 op->contr->killer = poison;
2264 }
2265
2266 if (poison->stats.hp > 0)
2267 {
2268 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2270 }
2271
2272 op->stats.food -= op->stats.food / 4;
2273 poison->destroy ();
2274}
2275
2276/**
2277 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2278 * A valid 2 way exit means:
2279 * -You can come back (there is another exit at the other side)
2280 * -You are
2281 * ° the owner of the exit
2282 * ° or in the same party as the owner
2283 *
2284 * Note: a owner in a 2 way exit is saved as the owner's name
2285 * in the field exit->name cause the field exit->owner doesn't
2286 * survive in the swapping (in fact the whole exit doesn't survive).
2287 */
2288static int
2289is_legal_2ways_exit (object *op, object *exit)
2290{
2291 if (exit->stats.exp != 1)
2292 return 1; /*This is not a 2 way, so it is legal */
2293
2294#if 0 //TODO
2295 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2296 return 0; /* This is a reset town portal */
2297#endif
2298
2299 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2300
2301 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2302
2303 if (exitmap)
2304 {
2305 exitmap->load_sync ();
2306
2307 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2308
2309 if (!tmp)
2310 return 0;
2311
2312 for (; tmp; tmp = tmp->above)
2313 {
2314 if (tmp->type != EXIT)
2315 continue; /*Not an exit */
2316
2317 if (!EXIT_PATH (tmp))
2318 continue; /*Not a valid exit */
2319
2320 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2321 continue; /*Not in the same place */
2322
2323 if (exit->map->path != EXIT_PATH (tmp))
2324 continue; /*Not in the same map */
2325
2326 /* From here we have found the exit is valid. However we do
2327 * here the check of the exit owner. It is important for the
2328 * town portals to prevent strangers from visiting your appartments
2329 */
2330 if (!exit->race)
2331 return 1; /*No owner, free for all! */
2332
2333 object *exit_owner = 0;
2334
2335 for_all_players (pp)
2336 {
2337 if (!pp->ob)
2338 continue;
2339
2340 if (pp->ob->name != exit->race)
2341 continue;
2342
2343 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2344 break;
2345 }
2346
2347 if (!exit_owner)
2348 return 0; /* No more owner */
2349
2350 if (exit_owner->contr == op->contr)
2351 return 1; /*It is your exit */
2352
2353 if (exit_owner && /*There is a owner */
2354 (op->contr) && /*A player tries to pass */
2355 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2356 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2357 return 0;
2358
2359 return 1;
2360 }
2361 }
2362
2363 return 0;
2364}
2365
2366/**
2367 * This function will try to apply a lighter and in case no lighter
2368 * is specified it will try to find a lighter in the players inventory,
2369 * and inform him about this requirement.
2370 *
2371 * who - the player
2372 * op - the item we want to light
2373 * lighter - the lighter or 0 if a lighter has yet to be found
2374 */
2375static object *
2376auto_apply_lighter (object *who, object *op, object *lighter)
2377{
2378 if (lighter == 0)
2379 {
2380 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2381 {
2382 if (tmp->type == LIGHTER)
2383 {
2384 lighter = tmp;
2385 break;
2386 }
2387 }
2388
2389 if (!lighter)
2390 {
2391 who->failmsg (format (
2392 "You can't light up the %s with your bare hands! "
2393 "H<You need a lighter in your inventory, for example a flint and steel.>",
2394 &op->name));
2395 return 0;
2396 }
2397 }
2398
2399 // last_eat == 0 means the lighter is not being used up!
2400 if (lighter->last_eat && lighter->stats.food)
2401 {
2402 /* lighter gets used up */
2403 lighter = lighter->split ();
2404 lighter->stats.food--;
2405 who->insert (lighter);
2406 }
2407 else if (lighter->last_eat)
2408 {
2409 /* no charges left in lighter */
2410 who->failmsg (format (
2411 "You attempt to light the %s with a used up %s.",
2412 &op->name, &lighter->name));
2413 return 0;
2414 }
2415
2416 return lighter;
2417}
2418
2419/**
2420 * Designed primarily to light torches/lanterns/etc.
2421 * Also burns up burnable material too. First object in the inventory is
2422 * the selected object to "burn". -b.t.
2423 */
2424static void
2425apply_lighter (object *who, object *lighter)
2426{
2427 object *item;
2428 int is_player_env = 0;
2429
2430 item = find_marked_object (who);
2431 if (item)
2432 {
2433 if (!auto_apply_lighter (who, item, lighter))
2434 return;
2435
2436 /* Perhaps we should split what we are trying to light on fire?
2437 * I can't see many times when you would want to light multiple
2438 * objects at once.
2439 */
2440
2441 save_throw_object (item, AT_FIRE, who);
2442
2443 if (item->destroyed ()
2444 || ((item->type == LAMP || item->type == TORCH)
2445 && item->glow_radius > 0))
2446 who->statusmsg (format (
2447 "You light the %s with the %s.",
2448 &item->name, &lighter->name));
2449 else
2450 who->failmsg (format (
2451 "You attempt to light the %s with the %s and fail.",
2452 &item->name, &lighter->name));
2453 }
2454 else
2455 who->failmsg ("You need to mark a lightable object.");
2456}
2457
2458/**
2459 * This function generates a cursed effect for cursed lamps and torches.
2460 */
2461static void
2462player_apply_lamp_cursed_effect (object *who, object *op)
2463{
2464 if (op->level)
2465 {
2466 who->failmsg (format (
2467 "The %s was cursed, it explodes in a big fireball!",
2468 &op->name));
2469 create_exploding_ball_at (who, op->level);
2470 }
2471 else
2472 {
2473 who->failmsg (format (
2474 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2475 &op->name));
2476 }
2477
2478 op->destroy ();
2479}
2480
2481/**
2482 * Apply for players and lamps
2483 *
2484 * who - the player
2485 * op - the lamp
2486 */
2487static void
2488player_apply_lamp (object *who, object *op)
2489{
2490 bool switch_on = op->glow_radius ? false : true;
2491
2492 if (switch_on)
2493 {
2494 object *lighter = 0;
2495
2496 if (op->flag [FLAG_IS_LIGHTABLE]
2497 && !(lighter = auto_apply_lighter (who, op, 0)))
2498 return;
2499
2500 if (op->stats.food < 1)
2501 {
2502 if (op->type == LAMP)
2503 who->failmsg (format (
2504 "The %s is out of fuel! "
2505 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2506 &op->name));
2507 else
2508 who->failmsg (format (
2509 "The %s is burnt out! "
2510 "H<Torches and similar items burn out and become worthless.>",
2511 &op->name));
2512 return;
2513 }
2514
2515 if (op->flag [FLAG_CURSED])
2516 {
2517 player_apply_lamp_cursed_effect (who, op);
2518 return;
2519 }
2520
2521 if (lighter)
2522 who->statusmsg (format (
2523 "You light up the %s with the %s.", &op->name, &lighter->name));
2524 else
2525 who->statusmsg (format ("You light up the %s.", &op->name));
2526 }
2527 else
2528 {
2529 if (op->flag [FLAG_CURSED])
2530 {
2531 player_apply_lamp_cursed_effect (who, op);
2532 return;
2533 }
2534
2535 if (op->type == TORCH)
2536 {
2537 if (!op->flag [FLAG_IS_LIGHTABLE])
2538 {
2539 who->statusmsg (format (
2540 "You put out the %s. "
2541 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2542 &op->name, &op->name));
2543 }
2544 else
2545 who->statusmsg (format (
2546 "You put out the %s."
2547 "H<Torches wear out if you put them out.>",
2548 &op->name));
2549 }
2550 else
2551 who->statusmsg (format ("You turn off the %s.", &op->name));
2552 }
2553
2554 apply_lamp (op, switch_on);
2555}
2556
2557void get_animation_from_arch (object *op, arch_ptr a)
2558{
2559 op->animation_id = a->animation_id;
2560 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2561 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2562 op->anim_speed = a->anim_speed;
2563 op->last_anim = 0;
2564 op->state = 0;
2565 op->face = a->face;
2566
2567 if (NUM_ANIMATIONS(op) > 1)
2568 {
2569 SET_ANIMATION(op, 0);
2570 animate_object (op, op->direction);
2571 }
2572 else
2573 update_object (op, UP_OBJ_FACE);
2574}
2575
2576/**
2577 * Apply for LAMPs and TORCHes.
2578 *
2579 * op - the lamp
2580 * switch_on - a flag which says whether the lamp should be switched on or off
2581 */
2582void apply_lamp (object *op, bool switch_on)
2583{
2584 op->set_glow_radius (switch_on ? op->range : 0);
2585 op->set_speed (switch_on ? op->arch->speed : 0);
2586
2587 // torches wear out if you put them out
2588 if (op->type == TORCH && !switch_on)
2589 {
2590 if (op->flag [FLAG_IS_LIGHTABLE])
2591 {
2592 op->stats.food -= (double) op->arch->stats.food / 15;
2593 if (op->stats.food < 0)
2594 op->stats.food = 0;
2595 }
2596 else
2597 op->stats.food = 0;
2598 }
2599
2600 // lamps and torched get worthless when used up
2601 if (op->stats.food <= 0)
2602 op->value = 0;
2603
2604 // FIXME: This is a hack to make the more sane torches and lamps
2605 // still animated ;-/
2606 if (op->other_arch)
2607 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2608
2609 if (object *pl = op->visible_to ())
2610 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2611}
2612
2613/**
2614 * This handles items of type 'transformer'.
2615 * Basically those items, used with a marked item, transform both items into something
2616 * else.
2617 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2618 * Change information is contained in the 'slaying' field of the marked item.
2619 * The format is as follow: transformer:[number ]yield[;transformer:...].
2620 * This way an item can be transformed in many things, and/or many objects.
2621 * The 'slaying' field for transformer is used as verb for the action.
2622 */
2623static void
2624apply_item_transformer (object *pl, object *transformer)
2625{
2626 object *marked;
2627 object *new_item;
2628 const char *find;
2629 char *separator;
2630 int yield;
2631 char got[MAX_BUF];
2632 int len;
2633
2634 if (!pl || !transformer)
2635 return;
2636
2637 marked = find_marked_object (pl);
2638
2639 if (!marked)
2640 {
2641 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2642 return;
2643 }
2644
2645 if (!marked->slaying)
2646 {
2647 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2648 return;
2649 }
2650
2651 /* check whether they are compatible or not */
2652 find = strstr (&marked->slaying, transformer->arch->archname);
2653 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2654 {
2655 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2656 return;
2657 }
2658
2659 find += strlen (transformer->arch->archname) + 1;
2660 /* Item can be used, now find how many and what it yields */
2661 if (isdigit (*(find)))
2662 {
2663 yield = atoi (find);
2664 if (yield < 1)
2665 {
2666 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2667 yield = 1;
2668 }
2669 }
2670 else
2671 yield = 1;
2672
2673 while (isdigit (*find))
2674 find++;
2675
2676 while (*find == ' ')
2677 find++;
2678
2679 memset (got, 0, MAX_BUF);
2680
2681 if ((separator = (char *) strchr (find, ';')))
2682 len = separator - find;
2683 else
2684 len = strlen (find);
2685
2686 min_it (len, MAX_BUF - 1);
2687
2688 strcpy (got, find);
2689 got[len] = '\0';
2690
2691 /* Now create new item, remove used ones when required. */
2692 new_item = get_archetype (got);
2693 if (!new_item)
2694 {
2695 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2696 return;
2697 }
2698
2699 new_item->nrof = yield;
2700
2701 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2702
2703 pl->insert (new_item);
2704 /* Eat up one item */
2705 marked->decrease ();
2706
2707 /* Eat one transformer if needed */
2708 if (transformer->stats.food)
2709 if (--transformer->stats.food == 0)
2710 transformer->decrease ();
2711}
2712
2713/**
2714 * Main apply handler.
2715 *
2716 * Checks for unpaid items before applying.
2717 *
2718 * Return value:
2719 * 0: player or monster can't apply objects of that type
2720 * 1: has been applied, or there was an error applying the object
2721 * 2: objects of that type can't be applied if not in inventory
2722 *
2723 * who is the object that is causing object to be applied, op is the object
2724 * being applied.
2725 *
2726 * aflag is special (always apply/unapply) flags. Nothing is done with
2727 * them in this function - they are passed to apply_special
2728 */
2729int
2730manual_apply (object *who, object *op, int aflag)
2731{
2732 op = op->head_ ();
2733
2734 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2735 {
2736 if (who->type == PLAYER)
2737 {
2738 examine (who, op);
2739 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2740 return 1;
2741 }
2742 else
2743 return 0; /* monsters just skip unpaid items */
2744 }
2745
2746 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2747 return RESULT_INT (0);
2748
2749 switch (op->type)
2750 {
2751 case T_HANDLE:
2752 who->play_sound (sound_find ("turn_handle"));
2753 who->statusmsg ("You turn the handle.");
2754 op->value = op->value ? 0 : 1;
2755 SET_ANIMATION (op, op->value);
2756 update_object (op, UP_OBJ_FACE);
2757 push_button (op, who);
2758 return 1;
2759
2760 case TRIGGER:
2761 if (check_trigger (op, who, who))
2762 {
2763 who->statusmsg ("You turn the handle.");
2764 who->play_sound (sound_find ("turn_handle"));
2765 }
2766 else
2767 who->failmsg ("The handle doesn't move.");
2768
2769 return 1;
2770
2771 case EXIT:
2772 if (who->type != PLAYER)
2773 return 0;
2774
2775 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2776 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2777 else
2778 {
2779 /* Don't display messages for random maps. */
2780 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2781 who->statusmsg (op->msg, NDI_NAVY);
2782
2783 who->enter_exit (op);
2784 }
2785
2786 return 1;
2787
2788 case INSCRIBABLE:
2789 who->statusmsg (op->msg);
2790 // maybe show a spell menu to chose from or something like that
2791 return 1;
2792
2793 case SIGN:
2794 apply_sign (who, op, 0);
2795 return 1;
2796
2797 case BOOK:
2798 if (who->type == PLAYER)
2799 {
2800 apply_book (who, op);
2801 return 1;
2802 }
2803 else
2804 return 0;
2805
2806 case SKILLSCROLL:
2807 if (who->type == PLAYER)
2808 {
2809 apply_skillscroll (who, op);
2810 return 1;
2811 }
2812 else
2813 return 0;
2814
2815 case SPELLBOOK:
2816 if (who->type == PLAYER)
2817 {
2818 apply_spellbook (who, op);
2819 return 1;
2820 }
2821 else
2822 return 0;
2823
2824 case SCROLL:
2825 apply_scroll (who, op, 0);
2826 return 1;
2827
2828 case POTION:
2829 apply_potion (who, op);
2830 return 1;
2831
2832 /* Eneq(@csd.uu.se): Handle apply on containers. */
2833 //TODO: remove, as it is unsed?
2834 case CLOSE_CON:
2835 apply_container (who, op->env);
2836 return 1;
2837
2838 case CONTAINER:
2839 apply_container (who, op);
2840 return 1;
2841
2842 case TREASURE:
2843 if (who->type == PLAYER)
2844 {
2845 apply_treasure (who, op);
2846 return 1;
2847 }
2848 else
2849 return 0;
2850
2851 case LAMP:
2852 case TORCH:
2853 player_apply_lamp (who, op);
2854 return 1;
2855
2856 case WEAPON:
2857 case ARMOUR:
2858 case BOOTS:
2859 case GLOVES:
2860 case AMULET:
2861 case GIRDLE:
2862 case BRACERS:
2863 case SHIELD:
2864 case HELMET:
2865 case RING:
2866 case CLOAK:
2867 case WAND:
2868 case ROD:
2869 case HORN:
2870 case SKILL:
2871 case BOW:
2872 case BUILDER:
2873 case SKILL_TOOL:
2874 if (op->env != who)
2875 return 2; /* not in inventory */
2876
2877 apply_special (who, op, aflag);
2878 return 1;
2879
2880 case DRINK:
2881 case FOOD:
2882 case FLESH:
2883 apply_food (who, op);
2884 return 1;
2885
2886 case POISON:
2887 apply_poison (who, op);
2888 return 1;
2889
2890 case SAVEBED:
2891 return 1;
2892
2893 case ARMOUR_IMPROVER:
2894 if (who->type == PLAYER)
2895 {
2896 apply_armour_improver (who, op);
2897 return 1;
2898 }
2899 else
2900 return 0;
2901
2902 case WEAPON_IMPROVER:
2903 check_improve_weapon (who, op);
2904 return 1;
2905
2906 case CLOCK:
2907 if (who->type == PLAYER)
2908 {
2909 char buf[MAX_BUF];
2910 timeofday_t tod;
2911
2912 get_tod (&tod);
2913 who->play_sound (sound_find ("sound_clock"));
2914 who->statusmsg (format (
2915 "It is %d minute%s past %d o'clock %s",
2916 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2917 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2918 ));
2919 return 1;
2920 }
2921 else
2922 return 0;
2923
2924 case MENU:
2925 if (who->type == PLAYER)
2926 {
2927 shop_listing (op, who);
2928 return 1;
2929 }
2930 else
2931 return 0;
2932
2933 case POWER_CRYSTAL:
2934 apply_power_crystal (who, op); /* see egoitem.c */
2935 return 1;
2936
2937 case LIGHTER: /* for lighting torches/lanterns/etc */
2938 if (who->type == PLAYER)
2939 {
2940 apply_lighter (who, op);
2941 return 1;
2942 }
2943 else
2944 return 0;
2945
2946 case ITEM_TRANSFORMER:
2947 apply_item_transformer (who, op);
2948 return 1;
2949
2950 default:
2951 return 0;
2952 }
2953}
2954
2955/* quiet suppresses the "don't know how to apply" and "you must get it first"
2956 * messages as needed by player_apply_below(). But there can still be
2957 * "but you are floating high above the ground" messages.
2958 *
2959 * Same return value as apply() function.
2960 */
2961int
2962player_apply (object *pl, object *op, int aflag, int quiet)
2963{
2964 if (!op->env && (pl->move_type & MOVE_FLYING))
2965 {
2966 /* player is flying and applying object not in inventory */
2967 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2968 {
2969 pl->failmsg ("But you are floating high above the ground! "
2970 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2971 "or waiting till the levitation effect wears off.>");
2972 return 0;
2973 }
2974 }
2975
2976 pl->contr->last_used = op;
2977
2978 int tmp = manual_apply (pl, op, aflag);
2979
2980 if (!quiet)
2981 {
2982 if (tmp == 0)
2983 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2984 else if (tmp == 2)
2985 pl->failmsg ("You must get it first!\n");
2986 }
2987
2988 return tmp;
2989}
2990
2991/**
2992 * player_apply_below attempts to apply the object 'below' the player.
2993 * If the player has an open container, we use that for below, otherwise
2994 * we use the ground.
2995 */
2996void
2997player_apply_below (object *pl)
2998{
2999 int floors = 0;
3000
3001 /* If using a container, set the starting item to be the top
3002 * item in the container. Otherwise, use the map.
3003 * This is perhaps more complicated. However, I want to make sure that
3004 * we don't use a corrupt pointer for the next object, so we get the
3005 * next object in the stack before applying. This is can only be a
3006 * problem if player_apply() has a bug in that it uses the object but does
3007 * not return a proper value.
3008 */
3009 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3010 {
3011 next = tmp->below;
3012
3013 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3014 floors++;
3015 else if (floors > 0)
3016 return; /* process only floor objects after first floor object */
3017
3018 /* If it is visible, player can apply it. If it is applied by
3019 * person moving on it, also activate. Added code to make it
3020 * so that at least one of players movement types be that which
3021 * the item needs.
3022 */
3023 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3024 if (player_apply (pl, tmp, 0, 1) == 1)
3025 return;
3026
3027 if (floors >= 2)
3028 return; /* process at most two floor objects */
3029 }
3030}
3031
3032/**
3033 * Unapplies specified item. 1026 * Unapplies specified item.
3034 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
3035 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
3036 * 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.
3037 */ 1030 */
3038static int 1031static bool
3039unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
3040{ 1033{
3041 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))
3042 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3043 return RESULT_INT (0); 1036 return RESULT_INT (0);
3044 1037
3045 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
3046 1042
3047 switch (op->type) 1043 switch (op->type)
3048 { 1044 {
3049 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
3050 // 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
3051 // 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
3052 // be used for other reasons 1063 // be used for other reasons
3053 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
3054 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3055 && tmp->type == SKILL
3056 && tmp->flag [FLAG_APPLIED]
3057 && !tmp->flag [FLAG_CAN_USE_SKILL])
3058 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
3059 1067
3060 change_abil (who, op);
3061 break; 1068 break;
3062 1069
1070 case BOW:
3063 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
3064 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
3065 if (op == pl->combat_ob)
3066 {
3067 pl->combat_ob = 0;
3068 who->change_weapon (pl->ranged_ob);
3069 }
3070
3071 who->statusmsg (format ("You unwield %s.", query_name (op)));
3072
3073 change_abil (who, op);
3074 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3075 break;
3076
3077 case SKILL:
3078 if (who->contr)
3079 { 1076 {
3080 if (IS_COMBAT_SKILL (op->subtype)) 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
3081 who->change_weapon (who->contr->combat_ob = 0); 1078 change_abil (who, op);
3082 else if (IS_RANGED_SKILL (op->subtype)) 1079 }
3083 who->change_weapon (who->contr->ranged_ob = 0); 1080 else
3084 1081 {
3085 if (op->invisible) 1082 if (op->type == BOW)
3086 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1083 op->flag [FLAG_READY_BOW ] = false;
3087 else 1084 else
3088 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1085 op->flag [FLAG_READY_RANGE] = false;
3089 } 1086 }
3090 1087
3091 change_abil (who, op);
3092 CLEAR_FLAG (who, FLAG_READY_SKILL);
3093 break; 1088 break;
3094 1089
3095 case ARMOUR: 1090 case ARMOUR:
3096 case HELMET: 1091 case HELMET:
3097 case SHIELD: 1092 case SHIELD:
3104 case CLOAK: 1099 case CLOAK:
3105 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
3106 change_abil (who, op); 1101 change_abil (who, op);
3107 break; 1102 break;
3108 1103
1104 case SPELL:
3109 case BOW: 1105 case BUILDER:
3110 case WAND:
3111 case ROD:
3112 case HORN:
3113 if (player *pl = who->contr)
3114 {
3115 if (op == pl->ranged_ob)
3116 {
3117 pl->ranged_ob = 0;
3118 who->change_weapon (pl->combat_ob);
3119 }
3120
3121 who->statusmsg (format ("You unready %s.", query_name (op))); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
3122 }
3123 else
3124 {
3125 who->change_skill (0);
3126
3127 if (op->type == BOW)
3128 CLEAR_FLAG (who, FLAG_READY_BOW);
3129 else
3130 CLEAR_FLAG (who, FLAG_READY_RANGE);
3131 }
3132
3133 break; 1107 break;
3134 1108
3135 case BUILDER: 1109 //case SKILL_TOOL://TODO
3136 if (who->contr)
3137 who->statusmsg (format ("You unready %s.", query_name (op)));
3138 break;
3139
3140 default: 1110 default:
3141 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
3142 break; 1112 break;
3143 } 1113 }
3144 1114
3146 if (object *pl = op->visible_to ()) 1116 if (object *pl = op->visible_to ())
3147 esrv_send_item (pl, op); 1117 esrv_send_item (pl, op);
3148 1118
3149 who->update_stats (); 1119 who->update_stats ();
3150 1120
3151 return 0; 1121 return 1;
3152} 1122}
3153 1123
3154/** 1124/**
3155 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
3156 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
3168static object * 1138static object *
3169get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
3170{ 1140{
3171 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
3172 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
3173 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
3174 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3175 return tmp; 1145 return tmp;
3176 1146
3177 return 0; 1147 return 0;
3178} 1148}
3179 1149
3192#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
3193 "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. " \
3194 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
3195 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
3196 1166
3197static int 1167static bool
3198unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
3199{ 1169{
3200 if (op->is_range ()) 1170 if (op->is_range ())
3201 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3202 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3203 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]))
3204 { 1174 {
3205 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
3206 who->failmsg (query_name (tmp)); 1176 who->failmsg (query_name (tmp));
3207 else 1177 else
3208 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
3211 { 1181 {
3212 /* 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.
3213 * 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
3214 * at least generate the message. 1184 * at least generate the message.
3215 */ 1185 */
3216 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));
3217 return 1; 1187 return 1;
3218 } 1188 }
3219 1189
3220 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3221 { 1191 {
3241#endif 1211#endif
3242 return 1; 1212 return 1;
3243 } 1213 }
3244 1214
3245 /* 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 */
3246 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])))
3247 { 1217 {
3248 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
3249 who->failmsg (query_name (tmp)); 1219 who->failmsg (query_name (tmp));
3250 else 1220 else
3251 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
3255 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
3256 * 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,
3257 * 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
3258 * one cursed ring.) 1228 * one cursed ring.)
3259 */ 1229 */
3260 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));
3261 } 1231 }
3262 1232
3263 last = tmp->below; 1233 last = tmp->below;
3264 } 1234 }
3265 /* 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
3324 continue; 1294 continue;
3325 } 1295 }
3326 1296
3327 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3328 if (!tmp1) 1298 if (!tmp1)
3329 {
3330#if 0
3331 /* This is sort of an error, but happens a lot when old players
3332 * join in with more stuff equipped than they are now allowed.
3333 */
3334 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3335#endif
3336 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3337 }
3338 else 1300 else
3339 { 1301 {
3340 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3341 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3342 * to apply multiple objects 1304 * to apply multiple objects
3371 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3372 * 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,
3373 * 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
3374 * all use the same location. 1336 * all use the same location.
3375 */ 1337 */
3376 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3377 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
3378 1340
3379 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3380 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3381 1343
3382 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3383 { 1345 {
3384 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])
3385 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3386 1348
3387 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3388 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3389 1351
3390 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3391 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3392 1354
3393 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3394 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3395 } 1357 }
3396 1358
3397 return retval; 1359 return retval;
3398} 1360}
3422 */ 1384 */
3423 1385
3424#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3425 " 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.>"
3426 1388
3427int 1389static bool
3428apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3429{ 1391{
3430 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3431 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3432 1394
3433 if (who == NULL) 1395 if (who == NULL)
3434 { 1396 {
3435 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3436 return 1; 1398 return 1;
3437 } 1399 }
3438 1400
1401 //TODO: remove these when apply_special is no longer exposed
3439 if (op->env != who) 1402 if (op->env != who)
3440 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3441 1404
3442 /* trying to unequip op */ 1405 /* trying to unequip op */
3443 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3444 { 1407 {
3445 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3446 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3447 return 0; 1410 return 0;
3448 1411
3449 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]))
3450 { 1413 {
3451 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));
3452 return 1; 1415 return 1;
3453 } 1416 }
3454 1417
3455 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3456 } 1419 }
3457 else if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3458 return 0; 1421 return 0;
3459 1422
3460 // if the item is combat/ranged, wield the relevant slot first
3461 // to resolve conflicts.
3462 if (player *pl = who->contr)
3463 switch (op->slottype ())
3464 {
3465 case slot_combat: who->change_weapon (pl->combat_ob); break;
3466 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3467 }
3468
3469 splay (op); 1423 splay (op);
3470 1424
3471 /* 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 */
3472 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3473 { 1427 {
3474 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3475 { 1429 {
3476 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));
3477 return 1; 1431 return 1;
3478 } 1432 }
3479 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3480 { 1434 {
3481 who->failmsg (format ( 1435 who->failmsgf (
3482 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3483 "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.>",
3484 query_name (op) 1438 query_name (op)
3485 )); 1439 );
3486 return 1; 1440 return 1;
3487 } 1441 }
3488 1442
3489 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3490 { 1444 {
3506 } 1460 }
3507 } 1461 }
3508 1462
3509 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3510 { 1464 {
1465 // try to ready attached skill first
3511 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3512 1467
3513 if (!skop) 1468 if (!skop)
3514 { 1469 {
3515 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);
3516 return 1; 1471 return 1;
3517 } 1472 }
3518 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3519 /* While experience will be credited properly, we want to change the
3520 * skill so that the dam and wc get updated
3521 */ 1474 {
3522 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3523 } 1478 }
3524 1479
3525 if (!check_item_power (who, op->item_power)) 1480 if (!check_item_power (who, op->item_power))
3526 { 1481 {
3527 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);
3530 1485
3531 /* 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.
3532 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3533 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3534 */ 1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
3535 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3536 1493
3537 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)))
3538 return RESULT_INT (0); 1495 return RESULT_INT (0);
3539 1496
3540 switch (op->type) 1497 switch (op->type)
3541 { 1498 {
3542 case WEAPON: 1499 case WEAPON:
3543 //TODO: this obviously fails for players using a shorter prefix 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3544 // i.e. "R" can use Ragnarok's sword.
3545 if (op->level && !op->name.starts_with (who->name))
3546 { 1501 {
3547 /* 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. */
3548 /* (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) */
3549 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. "
3550 1505 "H<Its name indicates that it belongs to somebody else.>");
3551 if (tmp) 1506 if (tmp) who->insert (tmp);
3552 insert_ob_in_ob (tmp, who);
3553
3554 return 1; 1507 return 1;
3555 } 1508 }
3556 1509
3557 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3558 { 1513 {
3559 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)));
3560 return 1; 1515 change_abil (who, op);
3561 } 1516 }
3562 1517
3563 SET_FLAG (op, FLAG_APPLIED); 1518 op->flag [FLAG_READY_WEAPON] = true;
3564 who->change_skill (skop);
3565
3566 if (who->contr)
3567 who->change_weapon (who->contr->combat_ob = op);
3568
3569 who->statusmsg (format ("You wield %s.", query_name (op)));
3570
3571 SET_FLAG (who, FLAG_READY_WEAPON);
3572 change_abil (who, op);
3573 break; 1519 break;
3574 1520
3575 case ARMOUR: 1521 case ARMOUR:
3576 case HELMET: 1522 case HELMET:
3577 case SHIELD: 1523 case SHIELD:
3580 case GIRDLE: 1526 case GIRDLE:
3581 case BRACERS: 1527 case BRACERS:
3582 case CLOAK: 1528 case CLOAK:
3583 case RING: 1529 case RING:
3584 case AMULET: 1530 case AMULET:
3585 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3586 who->statusmsg (format ("You wear %s.", query_name (op))); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3587 change_abil (who, op); 1533 change_abil (who, op);
3588 break; 1534 break;
3589 1535
3590 case SKILL_TOOL: 1536 case SKILL_TOOL:
3591 // applying a skill tool also readies the skill 1537 // applying a skill tool does not ready the skill
3592 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;
3593 1542
1543 case SKILL:
3594 if (!(aflags & AP_NO_READY)) 1544 if (!(aflags & AP_NO_SLOT))
3595 { 1545 {
3596 skop = find_skill_by_name (who, op->skill); 1546 // skill is used on it's own, as opposed to being a chosen_skill
3597 if (!skop->flag [FLAG_APPLIED]) 1547
3598 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)));
3599 } 1586 }
1587
1588 who->set_flag (FLAG_READY_SKILL);
1589 op->set_flag (FLAG_APPLIED);
1590 change_abil (who, op);
3600 break; 1591 break;
3601 1592
3602 case SKILL:
3603 if (player *pl = who->contr)
3604 {
3605 if (IS_COMBAT_SKILL (op->subtype))
3606 {
3607 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3608 {
3609 for (object *item = who->inv; item; item = item->below)
3610 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3611 {
3612 if (item->skill == op->skill)
3613 {
3614 who->change_weapon (pl->combat_ob = item);
3615 goto found_weapon;
3616 }
3617 }
3618
3619 who->failmsg (format (
3620 "You need to apply a '%s' melee weapon before readying this skill. "
3621 "H<Some skills need an item, in this case a melee weapon, to function.>",
3622 &op->skill
3623 ));
3624 return 1;
3625
3626 found_weapon:;
3627 }
3628 else
3629 who->change_weapon (pl->combat_ob = op);
3630 }
3631 else if (IS_RANGED_SKILL (op->subtype))
3632 {
3633 if (skill_flags [op->subtype] & SF_NEED_BOW)
3634 {
3635 for (object *item = who->inv; item; item = item->below)
3636 if (item->type == BOW && item->flag [FLAG_APPLIED])
3637 {
3638 //TODO: bows should/must all have skill missile weapon right now
3639 who->change_weapon (pl->ranged_ob = item);
3640 goto found_bow;
3641 }
3642
3643 who->failmsg (
3644 "You need to apply a missile weapon before readying this skill. "
3645 "H<Some skills need an item, in this case a missile weapon, to function.>"
3646 );
3647 return 1;
3648
3649 found_bow:;
3650 }
3651 else
3652 who->change_weapon (pl->ranged_ob = op);
3653 }
3654
3655 if (!op->invisible)
3656 {
3657 who->statusmsg (format (
3658 "You ready %s."
3659 "You can now use the skill: %s.",
3660 query_name (op),
3661 &op->skill
3662 ));
3663 }
3664 else
3665 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3666 }
3667 else
3668 {
3669 SET_FLAG (op, FLAG_APPLIED);
3670 change_abil (who, op);
3671 who->chosen_skill = op;
3672 SET_FLAG (who, FLAG_READY_SKILL);
3673 }
3674
3675 break;
3676
3677 case BOW: 1593 case BOW:
3678 if (op->level && !op->name.starts_with (who->name)) 1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3679 { 1595 {
3680 who->failmsg ("The weapon does not recognize you as its owner. " 1596 who->failmsg ("The weapon does not recognize you as its owner. "
3681 "H<Its name indicates that it belongs to somebody else.>"); 1597 "H<Its name indicates that it belongs to somebody else.>");
3682 if (tmp) 1598 if (tmp) who->insert (tmp);
3683 insert_ob_in_ob (tmp, who);
3684
3685 return 1; 1599 return 1;
3686 } 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;
3687 1625
3688 /*FALLTHROUGH*/ 1626 /*FALLTHROUGH*/
3689 case WAND: 1627 case WAND:
3690 case ROD: 1628 case ROD:
3691 case HORN: 1629 case HORN:
3692 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3693 1631
3694 if (!skop) 1632 if (player *pl = who->contr)
3695 { 1633 {
3696 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3697 return 1;
3698 }
3699
3700 SET_FLAG (op, FLAG_APPLIED);
3701 who->change_skill (skop);
3702
3703 if (who->contr)
3704 {
3705 who->contr->ranged_ob = op;
3706
3707 who->statusmsg (format ("You ready %s.", query_name (op))); 1634 who->statusmsg (format ("You ready %s.", query_name (op)));
3708 1635
3709 if (op->type == BOW) 1636 if (op->type == BOW)
3710 {
3711 who->current_weapon = op;
3712 change_abil (who, op);
3713 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)));
3714 } 1638
1639 change_abil (who, op);
3715 } 1640 }
3716 else 1641 else
3717 { 1642 {
3718 if (op->type == BOW) 1643 if (op->type == BOW)
3719 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3720 else 1645 else
3721 SET_FLAG (who, FLAG_READY_RANGE); 1646 op->flag [FLAG_READY_RANGE] = true;
3722 } 1647 }
3723 1648
3724 break; 1649 break;
3725 1650
3726 case BUILDER: 1651 case BUILDER:
3727 if (who->type == PLAYER) 1652 if (player *pl = who->contr)
3728 { 1653 {
3729 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3730 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3731 unapply_special (who, who->contr->ranged_ob, 0);
3732
3733 who->statusmsg (format ("You ready your %s.", query_name (op))); 1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
3734 1655 //TODO: change_abil?
3735 who->contr->ranged_ob = op;
3736 } 1656 }
3737 break; 1657 break;
3738 1658
3739 default: 1659 default:
3740 who->statusmsg (format ("You apply %s.", query_name (op))); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3741 } 1661 }
3742 1662
3743 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3744 1664
3745 if (tmp)
3746 who->insert (tmp); 1665 if (tmp) who->insert (tmp);
3747 1666
3748 who->update_stats (); 1667 who->update_stats ();
3749 1668
3750 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3751 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3752 * you don't know anything about them. 1671 * you don't know anything about them.
3753 */ 1672 */
3754 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)
3755 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3756 1675
3757 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3758 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3759 { 1678 {
3760 who->failmsg ( 1679 who->failmsg (
3761 "Oops, it feels deadly cold! " 1680 "Oops, it feels deadly cold! "
3762 "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.>"
3763 ); 1682 );
3764 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 op->set_flag (FLAG_KNOWN_CURSED);
3765 } 1684 }
3766 1685
3767 if (object *pl = op->visible_to ()) 1686 if (object *pl = op->visible_to ())
3768 esrv_send_item (pl, op); 1687 esrv_send_item (pl, op);
3769 1688
3770 return 0; 1689 return 0;
1690}
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 */
1696int
1697should_director_abort (object *op, object *victim)
1698{
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)))
1731 return 1;
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)
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;
3771} 3728}
3772 3729
3773/** 3730/**
3774 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3775 * 3732 *
3779auto_apply (object *op) 3736auto_apply (object *op)
3780{ 3737{
3781 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3782 int i; 3739 int i;
3783 3740
3784 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3741 op->clr_flag (FLAG_AUTO_APPLY);
3785 3742
3786 switch (op->type) 3743 switch (op->type)
3787 { 3744 {
3788 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3789 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3799 == NULL && --i); 3756 == NULL && --i);
3800 3757
3801 if (tmp == NULL) 3758 if (tmp == NULL)
3802 return 0; 3759 return 0;
3803 3760
3804 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3805 { 3762 {
3806 tmp->destroy (); 3763 tmp->destroy ();
3807 tmp = NULL; 3764 tmp = NULL;
3808 } 3765 }
3809 } 3766 }
3810 while (!tmp); 3767 while (!tmp);
3811 3768
3812 tmp->x = op->x; 3769 tmp->x = op->x;
3813 tmp->y = op->y; 3770 tmp->y = op->y;
3814 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3815 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3816 identify (tmp); 3773 identify (tmp);
3817 break; 3774 break;
3818 3775
3819 case TREASURE: 3776 case TREASURE:
3820 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3821 return 0; 3778 return 0;
3822 3779
3823 while (op->stats.hp-- > 0) 3780 while (op->stats.hp-- > 0)
3824 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3825 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);
3863 3820
3864 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3865 { 3822 {
3866 invnext = invtmp->below; 3823 invnext = invtmp->below;
3867 3824
3868 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3869 auto_apply (invtmp); 3826 auto_apply (invtmp);
3870 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3871 { 3828 {
3872 while (invtmp->stats.hp-- > 0) 3829 while (invtmp->stats.hp-- > 0)
3873 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3898 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3899 || 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)
3900 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3901 } 3858 }
3902 3859
3903 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3904 auto_apply (tmp); 3861 auto_apply (tmp);
3905 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 ())
3906 { 3863 {
3907 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3908 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3910 } 3867 }
3911 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3912 { 3869 {
3913 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3914 3871
3915 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3916 tmp->set_speed (0); 3873 tmp->set_speed (0);
3917 } 3874 }
3918 /* 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
3919 * 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
3920 * 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
4009 } 3966 }
4010 3967
4011 /* check for hp, sp change */ 3968 /* check for hp, sp change */
4012 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
4013 { 3970 {
4014 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
4015 { 3972 {
4016 who->contr->killer = food; 3973 who->contr->killer = food;
4017 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4018 who->failmsg ("Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
4019 } 3976 }
4028 } 3985 }
4029 } 3986 }
4030 3987
4031 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
4032 { 3989 {
4033 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
4034 { 3991 {
4035 who->failmsg ("You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
4036 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
4037 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
4038 who->stats.sp = 0; 3995 who->stats.sp = 0;
4121 pl->animation_id = change->animation_id; 4078 pl->animation_id = change->animation_id;
4122 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4123 } 4080 }
4124 4081
4125 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
4126 /*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); */
4127 if (change->name == shstr_monk) 4084 if (change->name == shstr_monk)
4128 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
4129 4086
4130 break; 4087 break;
4131 } 4088 }
4132 } 4089 }
4133} 4090}

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