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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.209 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
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 (TRANSPORT);
66 name_flag = 1; 71 set (EXIT);
67 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 85 }
86} apply_types_player_only;
69 87
70 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
71 * name or race that matches. 89// 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 90
79 /* If the director has slaying set, only affect objects where none 91static 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{ 92{
98 dynbuf_text &buf = msg_dynbuf; buf.clear (); 93 apply_types ()
99 94 : 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 { 95 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
130 { 97 set (TRIGGER);
131 if (operate_altar (altar, &money, pl)) 98 set (SCROLL);
132 { 99 set (POTION);
133 identify (id); 100 set (CLOSE_CON);
134 101 set (CONTAINER);
135 buf.printf ("You have %s.\r", long_desc (id, pl)); 102 set (LAMP);
136 if (id->msg) 103 set (TORCH);
137 buf << "The item has a story:\r" << id->msg << "\n\n"; 104 set (DRINK);
138 105 set (FOOD);
139 /* If no more money, might as well quit now */ 106 set (FLESH);
140 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
141 break; 108 set (POWER_CRYSTAL);
142 } 109 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 } 110 }
150 111} 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 (ARCH_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}
396 112
397/**************************************************************************** 113/****************************************************************************
398 * Weapon improvement code follows 114 * Weapon improvement code follows
399 ****************************************************************************/ 115 ****************************************************************************/
400 116
424 if (!item) 140 if (!item)
425 return 0; 141 return 0;
426 142
427 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item) 144 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
431 count += op->number_of (); 147 count += op->number_of ();
432 148
433 return count; 149 return count;
434} 150}
435 151
482 if (improver->slaying) 198 if (improver->slaying)
483 { 199 {
484 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
485 if (count < 1) 201 if (count < 1)
486 { 202 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
488 return 0; 204 return 0;
489 } 205 }
490 } 206 }
491 else 207 else
492 count = 1; 208 count = 1;
531 247
532/** 248/**
533 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
535 */ 251 */
536int 252static int
537prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
538{ 254{
539 int sacrifice_count, i; 255 int sacrifice_count, i;
540 char buf[MAX_BUF];
541 256
542 if (weapon->level != 0) 257 if (weapon->level != 0)
543 { 258 {
544 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
545 return 0; 260 return 0;
574 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level 291 &weapon->name, weapon->level
577 )); 292 ));
578 293
579 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
580 weapon->name = weapon->name_pl = buf;
581 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */ 296 slot at once! */
583 improver->decrease (); 297 improver->decrease ();
584 weapon->last_eat = 0; 298 weapon->last_eat = 0;
585 return 1; 299 return 1;
594 * 308 *
595 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
598 */ 312 */
599int 313static int
600improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
601{ 315{
602 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
603 317
604 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
617 { 331 {
618 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
619 return 0; 333 return 0;
620 } 334 }
621 335
622 if (QUERY_FLAG (weapon, FLAG_APPLIED) 336 if (weapon->flag [FLAG_APPLIED]
623 && !check_item_power (op, weapon->item_power + 1)) 337 && !check_item_power (op, weapon->item_power + 1))
624 { 338 {
625 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
627 "really want to improve it."); 341 "really want to improve it.");
677 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
678 392
679 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
681 { 395 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
683 return 0; 397 return 0;
684 } 398 }
685 399
686 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++; 401 weapon->item_power++;
709 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
710 */ 424 */
711static int 425static int
712check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
713{ 427{
714 object *otmp;
715
716 if (op->type != PLAYER) 428 if (op->type != PLAYER)
717 return 0; 429 return 0;
718 430
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 { 432 {
721 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0; 434 return 0;
723 } 435 }
724 436
725 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
726 438
727 if (!otmp) 439 if (!otmp)
728 { 440 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0; 442 return 0;
731 } 443 }
732 444
733 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
734 { 446 {
735 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
736 return 0; 454 return 0;
737 } 455 }
738 456
739 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
740 458
763 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 482 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 484 * changing of physical area right now.
767 */ 485 */
768int 486static int
769improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
770{ 488{
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
774 { 490 {
775 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
776 return 0; 492 return 0;
777 } 493 }
788 } 504 }
789 505
790 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
792 */ 508 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 510
795 armour->magic++; 511 armour->magic++;
796 512
797 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
798 { 514 {
836 552
837 if (op->type == PLAYER) 553 if (op->type == PLAYER)
838 { 554 {
839 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
840 556
841 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
842 op->update_stats (); 558 op->update_stats ();
843 } 559 }
844 560
845 improver->decrease (); 561 improver->decrease ();
846 562
860 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
861 */ 577 */
862int 578int
863convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
864{ 580{
865 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
866 582
867 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
868 return 0; 584 return 0;
869 585
870 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
874 590
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
928 ob_to_copy = ob; 644 ob_to_copy = ob;
929 645
930 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 } 649 }
934 else 650 else
935 { 651 {
936 if (!conv_to) 652 if (!conv_to)
949 665
950 if (nr) 666 if (nr)
951 item->nrof *= nr; 667 item->nrof *= nr;
952 668
953 if (converter->flag [FLAG_PRECIOUS]) 669 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
955 671
956 if (is_in_shop (converter)) 672 if (converter->is_in_shop ())
957 { 673 {
958 // converters on shop floors don't work anymore, bug lets check for it 674 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 675 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 677 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID); 678 item->set_flag (FLAG_UNPAID);
963 } 679 }
964 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
965 { 681 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
971 */ 687 */
972 } 688 }
973 689
974 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
976 if (need_identify (item)) 692 if (item->need_identify ())
977 identify (item); 693 identify (item);
978 694
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
980 return 1; 697 return 1;
981} 698}
982 699
983/** 700/**
984 * Handle apply on containers. 701 * Handle apply on containers.
1015 op->close_container (); 732 op->close_container ();
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 on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1022 return 1; 741 return 1;
1023 } 742 }
743 }
1024 744
1025 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
1026 } 747 {
1027 else if (sack->env) 748 if (object *tmp = find_key (op, op, sack))
749 {
750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751 }
752 else
753 {
754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755 esrv_update_item (UPD_FLAGS, op, sack);
756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757 return 1;
758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
1028 { 762 {
1029 // it is in our env, so activate it, do not open yet 763 // it is in our env, so activate it, do not open yet
1030 op->close_container (); 764 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
1032 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 { 768 }
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else 769 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack); 770 op->open_container (sack);
1050 771
1051 return 1; 772 return 1;
1052} 773}
1053 774
1054/** 775/**
1102{ 823{
1103 int rv = 0; 824 int rv = 0;
1104 double opinion; 825 double opinion;
1105 object *tmp, *next; 826 object *tmp, *next;
1106 827
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1108 829
1109 bool has_unpaid = false; 830 bool has_unpaid = false;
1110 831
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to 832 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :( 833 // a quick and small change :(
1125 */ 846 */
1126 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1127 { 848 {
1128 next = tmp->below; 849 next = tmp->below;
1129 850
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1131 { 852 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 854
1134 if (i >= 0) 855 if (i >= 0)
1135 tmp->move (i); 856 tmp->move (i);
1136 } 857 }
1137 } 858 }
1138 859
1139 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1141 return 0; 862 return 0;
1142 863
1143 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1145 */ 866 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1147 { 868 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* 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); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 871
1151 if (i != -1) 872 if (i != -1)
1164 /* this is only used for players */ 885 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1166 887
1167 if (has_unpaid) 888 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 889 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 890 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 891 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 892 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 893 op->contr->play_sound (sound_find ("shop_leave"));
1173 894
1174 if (shop_mat->msg) 895 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 897 /* 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 898 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 899 * actually the shop floor.
1179 */ 900 */
1180 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1181 { 902 {
1182 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1183 904
1184 op->statusmsg ( 905 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 } 929 }
1209 } 930 }
1210 931
1211 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1212 return rv; 933 return rv;
1213} 934}
1214 935
1215/** 936/**
1216 * Handles applying a sign. 937 * Handles applying a sign.
1244 op->failmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
1245 966
1246 return; 967 return;
1247 } 968 }
1248 969
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1250 sign->last_eat++; 971 sign->last_eat++;
1251 } 972 }
1252 973
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1255 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us). 977 * to us).
1257 */ 978 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1259 { 980 {
1260 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
1261 return; 982 return;
1262 } 983 }
1263 984
1304 EXIT_Y (trap) + freearr_y[dir], 1025 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim); 1026 0, victim);
1306} 1027}
1307 1028
1308/** 1029/**
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 = -FABS (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->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1422 if (!trap->value)
1423 {
1424 int tot;
1425
1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1441 */
1442 ab_next = ab->above;
1443
1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 {
1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1455 }
1456 break;
1457 }
1458
1459 case CONVERTER:
1460 if (convert_item (victim, trap) < 0)
1461 {
1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1464 }
1465
1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1489 /* Basically, don't show exits leading to random maps the
1490 * players output.
1491 */
1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1494
1495 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap);
1497 }
1498 break;
1499
1500 case ENCOUNTER:
1501 /* may be some leftovers on this */
1502 break;
1503
1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim);
1506 break;
1507
1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator);
1511 break;
1512
1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 break; /* monsters musn't apply magic_mouths with counters */
1516
1517 apply_sign (victim, trap, 1);
1518 break;
1519
1520 case CONTAINER:
1521 apply_container (victim, trap);
1522 break;
1523
1524 case RUNE:
1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 spring_trap (trap, victim);
1528 break;
1529
1530 default:
1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1533 break;
1534 }
1535
1536 recursion_depth--;
1537}
1538
1539/**
1540 * Handles reading a regular (ie not containing a spell) book.
1541 */
1542static void
1543apply_book (object *op, object *tmp)
1544{
1545 int lev_diff;
1546 object *skill_ob;
1547
1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1549 {
1550 op->failmsg ("You are unable to read while blind!");
1551 return;
1552 }
1553
1554 if (!tmp->msg)
1555 {
1556 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1557 return;
1558 }
1559
1560 /* need a literacy skill to read stuff! */
1561 skill_ob = find_skill_by_name (op, tmp->skill);
1562 if (!skill_ob)
1563 {
1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1565 return;
1566 }
1567
1568 lev_diff = tmp->level - (skill_ob->level + 5);
1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1570 {
1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension.");
1577 return;
1578 }
1579
1580 readable_message_type *msgType = get_readable_message_type (tmp);
1581
1582 if (player *pl = op->contr)
1583 if (client *ns = pl->ns)
1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1585
1586 /* gain xp from reading */
1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1588 { /* only if not read before */
1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1590
1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1592 {
1593 /*exp_gain *= 2; because they just identified it too */
1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1595
1596 if (object *pl = tmp->visible_to ())
1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603}
1604
1605/**
1606 * op made some mistake with a scroll, this takes care of punishment.
1607 * scroll_failure()- hacked directly from spell_failure
1608 */
1609static void
1610scroll_failure (object *op, int failure, int power)
1611{
1612 if (abs (failure / 4) > power)
1613 power = abs (failure / 4); /* set minimum effect */
1614
1615 if (failure <= -1 && failure > -15)
1616 { /* wonder */
1617 object *tmp;
1618
1619 op->failmsg ("Your spell warps!");
1620 tmp = get_archetype (SPELL_WONDER);
1621 cast_wonder (op, op, 0, tmp);
1622 tmp->destroy ();
1623 }
1624 else if (failure <= -15 && failure > -35)
1625 { /* drain mana */
1626 op->failmsg ("Your mana is drained!");
1627 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1628 if (op->stats.sp < 0)
1629 op->stats.sp = 0;
1630 }
1631 else if (settings.spell_failure_effects == TRUE)
1632 {
1633 if (failure <= -35 && failure > -60)
1634 { /* confusion */
1635 op->failmsg ("The magic recoils on you!");
1636 confuse_player (op, op, power);
1637 }
1638 else if (failure <= -60 && failure > -70)
1639 { /* paralysis */
1640 op->failmsg ("The magic recoils and paralyzes you!");
1641 paralyze_player (op, op, power);
1642 }
1643 else if (failure <= -70 && failure > -80)
1644 { /* blind */
1645 op->failmsg ("The magic recoils on you!");
1646 blind_player (op, op, power);
1647 }
1648 else if (failure <= -80)
1649 { /* blast the immediate area */
1650 object *tmp = get_archetype (LOOSE_MANA);
1651 cast_magic_storm (op, tmp, power);
1652 op->failmsg ("You unleash uncontrolled mana!");
1653 tmp->destroy ();
1654 }
1655 }
1656}
1657
1658/**
1659 * Handles the applying of a skill scroll, calling learn_skill straight.
1660 * op is the person learning the skill, tmp is the skill scroll object
1661 */
1662static void
1663apply_skillscroll (object *op, object *tmp)
1664{
1665 switch (learn_skill (op, tmp))
1666 {
1667 case 0:
1668 op->play_sound (sound_find ("generic_fail"));
1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 break;
1671
1672 case 1:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1676 break;
1677
1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1682 break;
1683 }
1684}
1685
1686/**
1687 * Actually makes op learn spell.
1688 * Informs player of what happens.
1689 */
1690void
1691do_learn_spell (object *op, object *spell, int special_prayer)
1692{
1693 object *tmp;
1694
1695 if (op->type != PLAYER)
1696 {
1697 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1698 return;
1699 }
1700
1701 /* Upgrade special prayers to normal prayers */
1702 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703 {
1704 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705 {
1706 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1707 return;
1708 }
1709 return;
1710 }
1711
1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1714 tmp = spell->clone ();
1715 insert_ob_in_ob (tmp, op);
1716
1717 if (special_prayer)
1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1719
1720 esrv_add_spells (op->contr, tmp);
1721}
1722
1723/**
1724 * Erases spell from player's inventory.
1725 */
1726void
1727do_forget_spell (object *op, const char *spell)
1728{
1729 object *spob;
1730
1731 if (op->type != PLAYER)
1732 {
1733 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1734 return;
1735 }
1736 if ((spob = check_spell_known (op, spell)) == NULL)
1737 {
1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739 return;
1740 }
1741
1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 player_unready_range_ob (op->contr, spob);
1744 esrv_remove_spell (op->contr, spob);
1745 spob->destroy ();
1746}
1747
1748/**
1749 * Handles player applying a spellbook.
1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751 * stuff like that. Random learning failure too.
1752 */
1753static void
1754apply_spellbook (object *op, object *tmp)
1755{
1756 object *skop, *spell, *spell_skill;
1757
1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1763
1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1765 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks
1767 */
1768 if (tmp->slaying)
1769 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1771 if (!spell)
1772 {
1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1774 return;
1775 }
1776 else
1777 insert_ob_in_ob (spell, tmp);
1778
1779 tmp->slaying = 0;
1780 }
1781
1782 skop = find_skill_by_name (op, tmp->skill);
1783
1784 /* need a literacy skill to learn spells. Also, having a literacy level
1785 * lower than the spell will make learning the spell more difficult */
1786 if (!skop)
1787 {
1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 return;
1790 }
1791
1792 spell = tmp->inv;
1793
1794 if (!spell)
1795 {
1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return;
1799 }
1800
1801 int learn_level = sqrtf (spell->level) * 1.5f;
1802 if (skop->level < learn_level)
1803 {
1804 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1805 &tmp->skill, learn_level));
1806 return;
1807 }
1808
1809 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1810
1811 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1812 identify (tmp);
1813
1814 /* I removed the check for special_prayer_mark here - it didn't make
1815 * a lot of sense - special prayers are not found in spellbooks, and
1816 * if the player doesn't know the spell, doesn't make a lot of sense that
1817 * they would have a special prayer mark.
1818 */
1819 if (check_spell_known (op, spell->name))
1820 {
1821 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1822 return;
1823 }
1824
1825 if (spell->skill)
1826 {
1827 spell_skill = find_skill_by_name (op, spell->skill);
1828
1829 if (!spell_skill)
1830 {
1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1832 return;
1833 }
1834
1835 if (spell_skill->level < spell->level)
1836 {
1837 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1838 return;
1839 }
1840 }
1841
1842 /* Logic as follows
1843 *
1844 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1845 *
1846 * 2- The learner's skill level in literacy adjusts the chance to learn
1847 * a spell.
1848 *
1849 * 3 -Automatically fail to learn if you read while confused
1850 *
1851 * Overall, chances are the same but a player will find having a high
1852 * literacy rate very useful! -b.t.
1853 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 {
1856 op->failmsg ("In your confused state you flub the wording of the text!");
1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1858 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1863 do_learn_spell (op, spell, 0);
1864
1865 /* xp gain to literacy for spell learning */
1866 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1867 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1868 }
1869 else
1870 {
1871 op->contr->play_sound (sound_find ("fumble_spell"));
1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1873 }
1874
1875 tmp->decrease ();
1876}
1877
1878/**
1879 * Handles applying a spell scroll.
1880 */
1881void
1882apply_scroll (object *op, object *tmp, int dir)
1883{
1884 object *skop;
1885
1886 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1887 {
1888 op->failmsg ("You are unable to read while blind.");
1889 return;
1890 }
1891
1892 if (!tmp->inv || tmp->inv->type != SPELL)
1893 {
1894 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1895 return;
1896 }
1897
1898 if (op->type == PLAYER)
1899 {
1900 /* players need a literacy skill to read stuff! */
1901 int exp_gain = 0;
1902
1903 /* hard code literacy - tmp->skill points to where the exp
1904 * should go for anything killed by the spell.
1905 */
1906 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1907
1908 if (!skop)
1909 {
1910 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1911 return;
1912 }
1913
1914 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1915 change_exp (op, exp_gain, skop->skill, 0);
1916 }
1917
1918 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1919 identify (tmp);
1920
1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1922
1923 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924 tmp->decrease ();
1925}
1926
1927/**
1928 * Applies a treasure object - by default, chest. op
1929 * is the person doing the applying, tmp is the treasure
1930 * chest.
1931 */
1932static void
1933apply_treasure (object *op, object *tmp)
1934{
1935 /* Nice side effect of this treasure creation method is that the treasure
1936 * for the chest is done when the chest is created, and put into the chest
1937 * inventory. So that when the chest burns up, the items still exist. Also
1938 * prevents people from moving chests to more difficult maps to get better
1939 * treasure
1940 */
1941 object *treas = tmp->inv;
1942
1943 if (!treas)
1944 {
1945 op->statusmsg ("The chest was empty.");
1946 tmp->decrease ();
1947 return;
1948 }
1949
1950 while (tmp->inv)
1951 {
1952 treas = tmp->inv;
1953 treas->remove ();
1954
1955 treas->x = op->x;
1956 treas->y = op->y;
1957 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1958
1959 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1960 spring_trap (treas, op);
1961
1962 /* If either player or container was destroyed, no need to do
1963 * further processing. I think this should be enclused with
1964 * spring trap above, as I don't think there is otherwise
1965 * any way for the treasure chest or player to get killed.
1966 */
1967 if (op->destroyed () || tmp->destroyed ())
1968 break;
1969 }
1970
1971 if (!tmp->destroyed () && !tmp->inv)
1972 tmp->decrease (true);
1973}
1974
1975/**
1976 * A dragon is eating some flesh. If the flesh contains resistances,
1977 * there is a chance for the dragon's skin to get improved.
1978 *
1979 * attributes:
1980 * object *op the object (dragon player) eating the flesh
1981 * object *meal the flesh item, getting chewed in dragon's mouth
1982 * return:
1983 * int 1 if eating successful, 0 if it doesn't work
1984 */
1985static int
1986dragon_eat_flesh (object *op, object *meal)
1987{
1988 object *skin = NULL; /* pointer to dragon skin force */
1989 object *abil = NULL; /* pointer to dragon ability force */
1990 object *tmp = NULL; /* tmp. object */
1991
1992 double chance; /* improvement-chance of one resistance type */
1993 double totalchance = 1; /* total chance of gaining one resistance */
1994 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1995 double mbonus = 0; /* monster bonus */
1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1997 int winners = 0; /* number of winners */
1998 int i; /* index */
1999
2000 /* let's make sure and doublecheck the parameters */
2001 if (meal->type != FLESH || !is_dragon_pl (op))
2002 return 0;
2003
2004 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2005 from the player's inventory */
2006 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 if (tmp->type == FORCE)
2008 if (tmp->arch->archname == shstr_dragon_skin_force)
2009 skin = tmp;
2010 else if (tmp->arch->archname == shstr_dragon_ability_force)
2011 abil = tmp;
2012
2013 /* if either skin or ability are missing, this is an old player
2014 which is not to be considered a dragon -> bail out */
2015 if (skin == NULL || abil == NULL)
2016 return 0;
2017
2018 /* now start by filling stomache and health, according to food-value */
2019 if ((999 - op->stats.food) < meal->stats.food)
2020 op->stats.hp += (999 - op->stats.food) / 50;
2021 else
2022 op->stats.hp += meal->stats.food / 50;
2023
2024 if (op->stats.hp > op->stats.maxhp)
2025 op->stats.hp = op->stats.maxhp;
2026
2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2028
2029 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2030
2031 /* on to the interesting part: chances for adding resistance */
2032 for (i = 0; i < NROFATTACKS; i++)
2033 {
2034 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2035 {
2036 /* got positive resistance, now calculate improvement chance (0-100) */
2037
2038 /* this bonus makes resistance increase easier at lower levels */
2039 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2040 if (i == abil->stats.exp)
2041 bonus += 5; /* additional bonus for resistance of ability-focus */
2042
2043 /* monster bonus increases with level, because high-level
2044 flesh is too rare */
2045 mbonus = op->level * 20. / ((double) settings.max_level);
2046
2047 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2048 ((double) settings.max_level)) - skin->resist[i];
2049
2050 if (chance >= 0.)
2051 chance += 1.;
2052 else
2053 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2054
2055 /* chance is proportional to amount of resistance (max. 50) */
2056 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2057
2058 /* doubled chance for resistance of ability-focus */
2059 if (i == abil->stats.exp)
2060 chance = MIN (100., chance * 2.);
2061
2062 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2063 if (rndm (10000) < (unsigned int) (chance * 100))
2064 {
2065 atnr_winner[winners] = i;
2066 winners++;
2067 }
2068
2069 if (chance >= 0.01)
2070 totalchance *= 1 - chance / 100;
2071
2072 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2073 }
2074 }
2075
2076 /* inverse totalchance as until now we have the failure-chance */
2077 totalchance = 100 - totalchance * 100;
2078
2079 /* print message according to totalchance */
2080 const char *buf;
2081 if (totalchance > 50.)
2082 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2083 else if (totalchance > 10.)
2084 buf = format ("The %s tasted very good.", &meal->name);
2085 else if (totalchance > 1.)
2086 buf = format ("The %s tasted good.", &meal->name);
2087 else if (totalchance > 0.1)
2088 buf = format ("The %s tasted bland.", &meal->name);
2089 else if (totalchance >= 0.01)
2090 buf = format ("The %s had a boring taste.", &meal->name);
2091 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2092 buf = format ("The %s tasted strange.", &meal->name);
2093 else
2094 buf = format ("The %s had no taste.", &meal->name);
2095
2096 op->statusmsg (buf);
2097
2098 /* now choose a winner if we have any */
2099 i = -1;
2100 if (winners > 0)
2101 i = atnr_winner [rndm (winners)];
2102
2103 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2104 {
2105 /* resistance increased! */
2106 skin->resist[i]++;
2107 op->update_stats ();
2108
2109 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2110 }
2111
2112 /* if this flesh contains a new ability focus, we mark it
2113 into the ability_force and it will take effect on next level */
2114 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2115 {
2116 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2117
2118 if (meal->last_eat != abil->stats.exp)
2119 op->statusmsg (format (
2120 "Your metabolism prepares to focus on %s!\n"
2121 "The change will happen at level %d.",
2122 change_resist_msg[meal->last_eat],
2123 abil->level + 1
2124 ));
2125 else
2126 {
2127 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2128 abil->last_eat = 0;
2129 }
2130 }
2131
2132 return 1;
2133}
2134
2135/**
2136 * op eats food.
2137 * If player, takes care of messages and dragon special food.
2138 */
2139static void
2140apply_food (object *op, object *tmp)
2141{
2142 int capacity_remaining;
2143
2144 if (op->type != PLAYER)
2145 op->stats.hp = op->stats.maxhp;
2146 else
2147 {
2148 /* check if this is a dragon (player), eating some flesh */
2149 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2150 ;
2151 else
2152 {
2153 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999)
2155 {
2156 if (tmp->type == FOOD || tmp->type == FLESH)
2157 op->failmsg ("You feel full, but what a waste of food!");
2158 else
2159 op->statusmsg ("Most of the drink goes down your face not your throat!");
2160 }
2161
2162 tmp->play_sound (
2163 tmp->sound
2164 ? tmp->sound
2165 : tmp->type == DRINK
2166 ? sound_find ("eat_drink")
2167 : sound_find ("eat_food")
2168 );
2169
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 {
2172 const char *buf;
2173
2174 if (!is_dragon_pl (op))
2175 {
2176 /* eating message for normal players */
2177 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else
2180 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2181 }
2182 else
2183 /* eating message for dragon players */
2184 buf = format ("The %s tasted terrible!", &tmp->name);
2185
2186 op->statusmsg (buf);
2187
2188 capacity_remaining = 999 - op->stats.food;
2189 op->stats.food += tmp->stats.food;
2190 if (capacity_remaining < tmp->stats.food)
2191 op->stats.hp += capacity_remaining / 50;
2192 else
2193 op->stats.hp += tmp->stats.food / 50;
2194
2195 if (op->stats.hp > op->stats.maxhp)
2196 op->stats.hp = op->stats.maxhp;
2197 if (op->stats.food > 999)
2198 op->stats.food = 999;
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2209}
2210
2211/**
2212 * Handles applying an improve armor scroll.
2213 * Does some sanity checks, then calls improve_armour.
2214 */
2215static void
2216apply_armour_improver (object *op, object *tmp)
2217{
2218 object *armor;
2219
2220 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2221 {
2222 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2223 return;
2224 }
2225
2226 armor = find_marked_object (op);
2227
2228 if (!armor)
2229 {
2230 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2231 return;
2232 }
2233
2234 if (armor->type != ARMOUR
2235 && armor->type != CLOAK
2236 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2237 {
2238 op->failmsg ("Your marked item is not armour!\n");
2239 return;
2240 }
2241
2242 op->statusmsg ("Applying armour enchantment.");
2243 improve_armour (op, tmp, armor);
2244}
2245
2246void
2247apply_poison (object *op, object *tmp)
2248{
2249 // need to do it now when it is still on the map
2250 handle_apply_yield (tmp);
2251
2252 object *poison = tmp->split (1);
2253
2254 if (op->type == PLAYER)
2255 {
2256 op->contr->play_sound (sound_find ("drink_poison"));
2257 op->failmsg ("Yech! That tasted poisonous!");
2258 op->contr->killer = poison;
2259 }
2260
2261 if (poison->stats.hp > 0)
2262 {
2263 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2265 }
2266
2267 op->stats.food -= op->stats.food / 4;
2268 poison->destroy ();
2269}
2270
2271/**
2272 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2273 * A valid 2 way exit means:
2274 * -You can come back (there is another exit at the other side)
2275 * -You are
2276 * ° the owner of the exit
2277 * ° or in the same party as the owner
2278 *
2279 * Note: a owner in a 2 way exit is saved as the owner's name
2280 * in the field exit->name cause the field exit->owner doesn't
2281 * survive in the swapping (in fact the whole exit doesn't survive).
2282 */
2283int
2284is_legal_2ways_exit (object *op, object *exit)
2285{
2286 if (exit->stats.exp != 1)
2287 return 1; /*This is not a 2 way, so it is legal */
2288
2289#if 0 //TODO
2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2291 return 0; /* This is a reset town portal */
2292#endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 {
2300 exitmap->load_sync ();
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 {
2309 if (tmp->type != EXIT)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 {
2332 if (!pp->ob)
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break;
2340 }
2341
2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0;
2353
2354 return 1;
2355 }
2356 }
2357
2358 return 0;
2359}
2360
2361/**
2362 * This function will try to apply a lighter and in case no lighter
2363 * is specified it will try to find a lighter in the players inventory,
2364 * and inform him about this requirement.
2365 *
2366 * who - the player
2367 * op - the item we want to light
2368 * lighter - the lighter or 0 if a lighter has yet to be found
2369 */
2370static object *
2371auto_apply_lighter (object *who, object *op, object *lighter)
2372{
2373 if (lighter == 0)
2374 {
2375 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2376 {
2377 if (tmp->type == LIGHTER)
2378 {
2379 lighter = tmp;
2380 break;
2381 }
2382 }
2383
2384 if (!lighter)
2385 {
2386 who->failmsg (format (
2387 "You can't light up the %s with your bare hands! "
2388 "H<You need a lighter in your inventory, for example a flint and steel.>",
2389 &op->name));
2390 return 0;
2391 }
2392 }
2393
2394 // last_eat == 0 means the lighter is not being used up!
2395 if (lighter->last_eat && lighter->stats.food)
2396 {
2397 /* lighter gets used up */
2398 lighter = lighter->split ();
2399 lighter->stats.food--;
2400 who->insert (lighter);
2401 }
2402 else if (lighter->last_eat)
2403 {
2404 /* no charges left in lighter */
2405 who->failmsg (format (
2406 "You attempt to light the %s with a used up %s.",
2407 &op->name, &lighter->name));
2408 return 0;
2409 }
2410
2411 return lighter;
2412}
2413
2414/**
2415 * Designed primarily to light torches/lanterns/etc.
2416 * Also burns up burnable material too. First object in the inventory is
2417 * the selected object to "burn". -b.t.
2418 */
2419static void
2420apply_lighter (object *who, object *lighter)
2421{
2422 object *item;
2423 int is_player_env = 0;
2424
2425 item = find_marked_object (who);
2426 if (item)
2427 {
2428 if (!auto_apply_lighter (who, item, lighter))
2429 return;
2430
2431 /* Perhaps we should split what we are trying to light on fire?
2432 * I can't see many times when you would want to light multiple
2433 * objects at once.
2434 */
2435
2436 save_throw_object (item, AT_FIRE, who);
2437
2438 if (item->destroyed ()
2439 || ((item->type == LAMP || item->type == TORCH)
2440 && item->glow_radius > 0))
2441 who->statusmsg (format (
2442 "You light the %s with the %s.",
2443 &item->name, &lighter->name));
2444 else
2445 who->failmsg (format (
2446 "You attempt to light the %s with the %s and fail.",
2447 &item->name, &lighter->name));
2448 }
2449 else
2450 who->failmsg ("You need to mark a lightable object.");
2451}
2452
2453/**
2454 * This function generates a cursed effect for cursed lamps and torches.
2455 */
2456void player_apply_lamp_cursed_effect (object *who, object *op)
2457{
2458 if (op->level)
2459 {
2460 who->failmsg (format (
2461 "The %s was cursed, it explodes in a big fireball!",
2462 &op->name));
2463 create_exploding_ball_at (who, op->level);
2464 }
2465 else
2466 {
2467 who->failmsg (format (
2468 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2469 &op->name));
2470 }
2471
2472 op->destroy ();
2473}
2474
2475/**
2476 * Apply for players and lamps
2477 *
2478 * who - the player
2479 * op - the lamp
2480 */
2481void player_apply_lamp (object *who, object *op)
2482{
2483 bool switch_on = op->glow_radius ? false : true;
2484
2485 if (switch_on)
2486 {
2487 object *lighter = 0;
2488
2489 if (op->flag [FLAG_IS_LIGHTABLE]
2490 && !(lighter = auto_apply_lighter (who, op, 0)))
2491 return;
2492
2493 if (op->stats.food < 1)
2494 {
2495 if (op->type == LAMP)
2496 who->failmsg (format (
2497 "The %s is out of fuel! "
2498 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2499 &op->name));
2500 else
2501 who->failmsg (format (
2502 "The %s is burnt out! "
2503 "H<Torches and similar items burn out and become worthless.>",
2504 &op->name));
2505 return;
2506 }
2507
2508 if (op->flag [FLAG_CURSED])
2509 {
2510 player_apply_lamp_cursed_effect (who, op);
2511 return;
2512 }
2513
2514 if (lighter)
2515 who->statusmsg (format (
2516 "You light up the %s with the %s.", &op->name, &lighter->name));
2517 else
2518 who->statusmsg (format ("You light up the %s.", &op->name));
2519 }
2520 else
2521 {
2522 if (op->flag [FLAG_CURSED])
2523 {
2524 player_apply_lamp_cursed_effect (who, op);
2525 return;
2526 }
2527
2528 if (op->type == TORCH)
2529 {
2530 if (!op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 who->statusmsg (format (
2533 "You put out the %s. "
2534 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2535 &op->name, &op->name));
2536 }
2537 else
2538 who->statusmsg (format (
2539 "You put out the %s."
2540 "H<Torches wear out if you put them out.>",
2541 &op->name));
2542 }
2543 else
2544 who->statusmsg (format ("You turn off the %s.", &op->name));
2545 }
2546
2547 apply_lamp (op, switch_on);
2548}
2549
2550void get_animation_from_arch (object *op, arch_ptr a)
2551{
2552 op->animation_id = a->animation_id;
2553 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2554 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2555 op->anim_speed = a->anim_speed;
2556 op->last_anim = 0;
2557 op->state = 0;
2558 op->face = a->face;
2559
2560 if (NUM_ANIMATIONS(op) > 1)
2561 {
2562 SET_ANIMATION(op, 0);
2563 animate_object (op, op->direction);
2564 }
2565 else
2566 update_object (op, UP_OBJ_FACE);
2567}
2568
2569/**
2570 * Apply for LAMPs and TORCHes.
2571 *
2572 * op - the lamp
2573 * switch_on - a flag which says whether the lamp should be switched on or off
2574 */
2575void apply_lamp (object *op, bool switch_on)
2576{
2577 op->set_glow_radius (switch_on ? op->range : 0);
2578 op->set_speed (switch_on ? op->arch->speed : 0);
2579
2580 // torches wear out if you put them out
2581 if (op->type == TORCH && !switch_on)
2582 {
2583 if (op->flag [FLAG_IS_LIGHTABLE])
2584 {
2585 op->stats.food -= (double) op->arch->stats.food / 15;
2586 if (op->stats.food < 0)
2587 op->stats.food = 0;
2588 }
2589 else
2590 op->stats.food = 0;
2591 }
2592
2593 // lamps and torched get worthless when used up
2594 if (op->stats.food <= 0)
2595 op->value = 0;
2596
2597 // FIXME: This is a hack to make the more sane torches and lamps
2598 // still animated ;-/
2599 if (op->other_arch)
2600 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2601
2602 if (object *pl = op->visible_to ())
2603 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2604}
2605
2606/**
2607 * This handles items of type 'transformer'.
2608 * Basically those items, used with a marked item, transform both items into something
2609 * else.
2610 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2611 * Change information is contained in the 'slaying' field of the marked item.
2612 * The format is as follow: transformer:[number ]yield[;transformer:...].
2613 * This way an item can be transformed in many things, and/or many objects.
2614 * The 'slaying' field for transformer is used as verb for the action.
2615 */
2616static void
2617apply_item_transformer (object *pl, object *transformer)
2618{
2619 object *marked;
2620 object *new_item;
2621 char *find;
2622 char *separator;
2623 int yield;
2624 char got[MAX_BUF];
2625 int len;
2626
2627 if (!pl || !transformer)
2628 return;
2629
2630 marked = find_marked_object (pl);
2631
2632 if (!marked)
2633 {
2634 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2635 return;
2636 }
2637
2638 if (!marked->slaying)
2639 {
2640 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2641 return;
2642 }
2643
2644 /* check whether they are compatible or not */
2645 find = strstr (&marked->slaying, transformer->arch->archname);
2646 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2647 {
2648 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2649 return;
2650 }
2651
2652 find += strlen (transformer->arch->archname) + 1;
2653 /* Item can be used, now find how many and what it yields */
2654 if (isdigit (*(find)))
2655 {
2656 yield = atoi (find);
2657 if (yield < 1)
2658 {
2659 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2660 yield = 1;
2661 }
2662 }
2663 else
2664 yield = 1;
2665
2666 while (isdigit (*find))
2667 find++;
2668
2669 while (*find == ' ')
2670 find++;
2671
2672 memset (got, 0, MAX_BUF);
2673
2674 if ((separator = strchr (find, ';')) != NULL)
2675 len = separator - find;
2676 else
2677 len = strlen (find);
2678
2679 if (len > MAX_BUF - 1)
2680 len = MAX_BUF - 1;
2681
2682 strcpy (got, find);
2683 got[len] = '\0';
2684
2685 /* Now create new item, remove used ones when required. */
2686 new_item = get_archetype (got);
2687 if (!new_item)
2688 {
2689 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2690 return;
2691 }
2692
2693 new_item->nrof = yield;
2694
2695 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2696
2697 pl->insert (new_item);
2698 /* Eat up one item */
2699 marked->decrease ();
2700
2701 /* Eat one transformer if needed */
2702 if (transformer->stats.food)
2703 if (--transformer->stats.food == 0)
2704 transformer->decrease ();
2705}
2706
2707/**
2708 * Main apply handler.
2709 *
2710 * Checks for unpaid items before applying.
2711 *
2712 * Return value:
2713 * 0: player or monster can't apply objects of that type
2714 * 1: has been applied, or there was an error applying the object
2715 * 2: objects of that type can't be applied if not in inventory
2716 *
2717 * who is the object that is causing object to be applied, op is the object
2718 * being applied.
2719 *
2720 * aflag is special (always apply/unapply) flags. Nothing is done with
2721 * them in this function - they are passed to apply_special
2722 */
2723int
2724manual_apply (object *who, object *op, int aflag)
2725{
2726 op = op->head_ ();
2727
2728 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2729 {
2730 if (who->type == PLAYER)
2731 {
2732 examine (who, op);
2733 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2734 return 1;
2735 }
2736 else
2737 return 0; /* monsters just skip unpaid items */
2738 }
2739
2740 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2741 return RESULT_INT (0);
2742
2743 switch (op->type)
2744 {
2745 case T_HANDLE:
2746 who->play_sound (sound_find ("turn_handle"));
2747 who->statusmsg ("You turn the handle.");
2748 op->value = op->value ? 0 : 1;
2749 SET_ANIMATION (op, op->value);
2750 update_object (op, UP_OBJ_FACE);
2751 push_button (op, who);
2752 return 1;
2753
2754 case TRIGGER:
2755 if (check_trigger (op, who, who))
2756 {
2757 who->statusmsg ("You turn the handle.");
2758 who->play_sound (sound_find ("turn_handle"));
2759 }
2760 else
2761 who->failmsg ("The handle doesn't move.");
2762
2763 return 1;
2764
2765 case EXIT:
2766 if (who->type != PLAYER)
2767 return 0;
2768
2769 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2770 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)));
2771 else
2772 {
2773 /* Don't display messages for random maps. */
2774 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2775 who->statusmsg (op->msg, NDI_NAVY);
2776
2777 who->enter_exit (op);
2778 }
2779
2780 return 1;
2781
2782 case INSCRIBABLE:
2783 who->statusmsg (op->msg);
2784 // maybe show a spell menu to chose from or something like that
2785 return 1;
2786
2787 case SIGN:
2788 apply_sign (who, op, 0);
2789 return 1;
2790
2791 case BOOK:
2792 if (who->type == PLAYER)
2793 {
2794 apply_book (who, op);
2795 return 1;
2796 }
2797 else
2798 return 0;
2799
2800 case SKILLSCROLL:
2801 if (who->type == PLAYER)
2802 {
2803 apply_skillscroll (who, op);
2804 return 1;
2805 }
2806 else
2807 return 0;
2808
2809 case SPELLBOOK:
2810 if (who->type == PLAYER)
2811 {
2812 apply_spellbook (who, op);
2813 return 1;
2814 }
2815 else
2816 return 0;
2817
2818 case SCROLL:
2819 apply_scroll (who, op, 0);
2820 return 1;
2821
2822 case POTION:
2823 apply_potion (who, op);
2824 return 1;
2825
2826 /* Eneq(@csd.uu.se): Handle apply on containers. */
2827 //TODO: remove, as it is unsed?
2828 case CLOSE_CON:
2829 apply_container (who, op->env);
2830 return 1;
2831
2832 case CONTAINER:
2833 apply_container (who, op);
2834 return 1;
2835
2836 case TREASURE:
2837 if (who->type == PLAYER)
2838 {
2839 apply_treasure (who, op);
2840 return 1;
2841 }
2842 else
2843 return 0;
2844
2845 case LAMP:
2846 case TORCH:
2847 player_apply_lamp (who, op);
2848 return 1;
2849
2850 case WEAPON:
2851 case ARMOUR:
2852 case BOOTS:
2853 case GLOVES:
2854 case AMULET:
2855 case GIRDLE:
2856 case BRACERS:
2857 case SHIELD:
2858 case HELMET:
2859 case RING:
2860 case CLOAK:
2861 case WAND:
2862 case ROD:
2863 case HORN:
2864 case SKILL:
2865 case BOW:
2866 case BUILDER:
2867 case SKILL_TOOL:
2868 if (op->env != who)
2869 return 2; /* not in inventory */
2870
2871 apply_special (who, op, aflag);
2872 return 1;
2873
2874 case DRINK:
2875 case FOOD:
2876 case FLESH:
2877 apply_food (who, op);
2878 return 1;
2879
2880 case POISON:
2881 apply_poison (who, op);
2882 return 1;
2883
2884 case SAVEBED:
2885 return 1;
2886
2887 case ARMOUR_IMPROVER:
2888 if (who->type == PLAYER)
2889 {
2890 apply_armour_improver (who, op);
2891 return 1;
2892 }
2893 else
2894 return 0;
2895
2896 case WEAPON_IMPROVER:
2897 check_improve_weapon (who, op);
2898 return 1;
2899
2900 case CLOCK:
2901 if (who->type == PLAYER)
2902 {
2903 char buf[MAX_BUF];
2904 timeofday_t tod;
2905
2906 get_tod (&tod);
2907 who->play_sound (sound_find ("sound_clock"));
2908 who->statusmsg (format (
2909 "It is %d minute%s past %d o'clock %s",
2910 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2911 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2912 ));
2913 return 1;
2914 }
2915 else
2916 return 0;
2917
2918 case MENU:
2919 if (who->type == PLAYER)
2920 {
2921 shop_listing (op, who);
2922 return 1;
2923 }
2924 else
2925 return 0;
2926
2927 case POWER_CRYSTAL:
2928 apply_power_crystal (who, op); /* see egoitem.c */
2929 return 1;
2930
2931 case LIGHTER: /* for lighting torches/lanterns/etc */
2932 if (who->type == PLAYER)
2933 {
2934 apply_lighter (who, op);
2935 return 1;
2936 }
2937 else
2938 return 0;
2939
2940 case ITEM_TRANSFORMER:
2941 apply_item_transformer (who, op);
2942 return 1;
2943
2944 default:
2945 return 0;
2946 }
2947}
2948
2949/* quiet suppresses the "don't know how to apply" and "you must get it first"
2950 * messages as needed by player_apply_below(). But there can still be
2951 * "but you are floating high above the ground" messages.
2952 *
2953 * Same return value as apply() function.
2954 */
2955int
2956player_apply (object *pl, object *op, int aflag, int quiet)
2957{
2958 if (!op->env && (pl->move_type & MOVE_FLYING))
2959 {
2960 /* player is flying and applying object not in inventory */
2961 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2962 {
2963 pl->failmsg ("But you are floating high above the ground! "
2964 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2965 "or waiting till the levitation effect wears off.>");
2966 return 0;
2967 }
2968 }
2969
2970 pl->contr->last_used = op;
2971
2972 int tmp = manual_apply (pl, op, aflag);
2973
2974 if (!quiet)
2975 {
2976 if (tmp == 0)
2977 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2978 else if (tmp == 2)
2979 pl->failmsg ("You must get it first!\n");
2980 }
2981
2982 return tmp;
2983}
2984
2985/**
2986 * player_apply_below attempts to apply the object 'below' the player.
2987 * If the player has an open container, we use that for below, otherwise
2988 * we use the ground.
2989 */
2990void
2991player_apply_below (object *pl)
2992{
2993 int floors = 0;
2994
2995 /* If using a container, set the starting item to be the top
2996 * item in the container. Otherwise, use the map.
2997 * This is perhaps more complicated. However, I want to make sure that
2998 * we don't use a corrupt pointer for the next object, so we get the
2999 * next object in the stack before applying. This is can only be a
3000 * problem if player_apply() has a bug in that it uses the object but does
3001 * not return a proper value.
3002 */
3003 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3004 {
3005 next = tmp->below;
3006
3007 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3008 floors++;
3009 else if (floors > 0)
3010 return; /* process only floor objects after first floor object */
3011
3012 /* If it is visible, player can apply it. If it is applied by
3013 * person moving on it, also activate. Added code to make it
3014 * so that at least one of players movement types be that which
3015 * the item needs.
3016 */
3017 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3018 if (player_apply (pl, tmp, 0, 1) == 1)
3019 return;
3020
3021 if (floors >= 2)
3022 return; /* process at most two floor objects */
3023 }
3024}
3025
3026/**
3027 * Unapplies specified item. 1030 * Unapplies specified item.
3028 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
3029 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
3030 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
3031 */ 1034 */
3032static int 1035static bool
3033unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
3034{ 1037{
3035 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3036 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3037 return RESULT_INT (0); 1040 return RESULT_INT (0);
3038 1041
3039 CLEAR_FLAG (op, FLAG_APPLIED); 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
1044
1045 op->flag [FLAG_APPLIED] = false;
3040 1046
3041 switch (op->type) 1047 switch (op->type)
3042 { 1048 {
3043 case SKILL_TOOL: 1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
1060 case WEAPON:
1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
1062 change_abil (who, op);
1063 who->flag [FLAG_READY_WEAPON] = false;
1064
3044 // unapplying a skill tool should also unapply the skill it governs 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
3045 // but this is hard, as it shouldn't do so when the skill can 1066 // but this is hard, as it shouldn't do so when the skill can
3046 // be used for other reasons 1067 // be used for other reasons
3047 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1068 //TODO: really?
3048 if (tmp->skill == op->skill 1069 if (who->chosen_skill)
3049 && tmp->type == SKILL 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3050 && tmp->flag [FLAG_APPLIED]
3051 && !tmp->flag [FLAG_CAN_USE_SKILL])
3052 unapply_special (who, tmp, 0); 1071 unapply_special (who, who->chosen_skill, 0);
3053 1072
3054 change_abil (who, op);
3055 break; 1073 break;
3056 1074
1075 case RANGED:
1076 case BOW:
3057 case WEAPON: 1077 case WAND:
1078 case ROD:
1079 case HORN:
3058 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
3059 if (op == pl->combat_ob)
3060 {
3061 pl->combat_ob = 0;
3062 who->change_weapon (pl->ranged_ob);
3063 }
3064
3065 who->statusmsg (format ("You unwield %s.", query_name (op)));
3066
3067 change_abil (who, op);
3068 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3069 break;
3070
3071 case SKILL:
3072 if (who->contr)
3073 { 1081 {
3074 if (IS_COMBAT_SKILL (op->subtype)) 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
3075 who->change_weapon (who->contr->combat_ob = 0); 1083 change_abil (who, op);
3076 else if (IS_RANGED_SKILL (op->subtype)) 1084 }
3077 who->change_weapon (who->contr->ranged_ob = 0); 1085 else
3078 1086 {
3079 if (op->invisible) 1087 if (op->type == BOW)
3080 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1088 op->flag [FLAG_READY_BOW ] = false;
3081 else 1089 else
3082 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1090 op->flag [FLAG_READY_RANGE] = false;
3083 } 1091 }
3084 1092
3085 change_abil (who, op);
3086 CLEAR_FLAG (who, FLAG_READY_SKILL);
3087 break; 1093 break;
3088 1094
3089 case ARMOUR: 1095 case ARMOUR:
3090 case HELMET: 1096 case HELMET:
3091 case SHIELD: 1097 case SHIELD:
3098 case CLOAK: 1104 case CLOAK:
3099 who->statusmsg (format ("You unwear %s.", query_name (op))); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
3100 change_abil (who, op); 1106 change_abil (who, op);
3101 break; 1107 break;
3102 1108
1109 case SPELL:
3103 case BOW: 1110 case BUILDER:
3104 case WAND:
3105 case ROD:
3106 case HORN:
3107 if (player *pl = who->contr)
3108 {
3109 if (op == pl->ranged_ob)
3110 {
3111 pl->ranged_ob = 0;
3112 who->change_weapon (pl->combat_ob);
3113 }
3114
3115 who->statusmsg (format ("You unready %s.", query_name (op))); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
3116 }
3117 else
3118 {
3119 who->change_skill (0);
3120
3121 if (op->type == BOW)
3122 CLEAR_FLAG (who, FLAG_READY_BOW);
3123 else
3124 CLEAR_FLAG (who, FLAG_READY_RANGE);
3125 }
3126
3127 break; 1112 break;
3128 1113
3129 case BUILDER: 1114 //case SKILL_TOOL://TODO
3130 if (who->contr)
3131 who->statusmsg (format ("You unready %s.", query_name (op)));
3132 break;
3133
3134 default: 1115 default:
3135 who->statusmsg (format ("You unapply %s.", query_name (op))); 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
3136 break; 1117 break;
3137 } 1118 }
3138 1119
3140 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
3141 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
3142 1123
3143 who->update_stats (); 1124 who->update_stats ();
3144 1125
3145 return 0; 1126 return 1;
3146} 1127}
3147 1128
3148/** 1129/**
3149 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
3150 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
3162static object * 1143static object *
3163get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
3164{ 1145{
3165 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
3166 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
3167 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
3168 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3169 return tmp; 1150 return tmp;
3170 1151
3171 return 0; 1152 return 0;
3172} 1153}
3173 1154
3186#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
3187 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3188 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
3189 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
3190 1171
3191int 1172static bool
3192unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3193{ 1174{
3194 if (op->is_range ()) 1175 if (op->is_range ())
3195 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3197 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3198 { 1179 {
3199 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3200 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3201 else 1182 else
3202 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3205 { 1186 {
3206 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
3207 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
3208 * at least generate the message. 1189 * at least generate the message.
3209 */ 1190 */
3210 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3211 return 1; 1192 return 1;
3212 } 1193 }
3213 1194
3214 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3215 { 1196 {
3235#endif 1216#endif
3236 return 1; 1217 return 1;
3237 } 1218 }
3238 1219
3239 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
3240 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3241 { 1222 {
3242 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3243 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3244 else 1225 else
3245 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3249 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3250 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
3251 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
3252 * one cursed ring.) 1233 * one cursed ring.)
3253 */ 1234 */
3254 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3255 } 1236 }
3256 1237
3257 last = tmp->below; 1238 last = tmp->below;
3258 } 1239 }
3259 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3318 continue; 1299 continue;
3319 } 1300 }
3320 1301
3321 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3322 if (!tmp1) 1303 if (!tmp1)
3323 {
3324#if 0
3325 /* This is sort of an error, but happens a lot when old players
3326 * join in with more stuff equipped than they are now allowed.
3327 */
3328 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3329#endif
3330 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3331 }
3332 else 1305 else
3333 { 1306 {
3334 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3335 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3336 * to apply multiple objects 1309 * to apply multiple objects
3365 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3366 * because you can't control those just by body location - bows, shields, 1339 * because you can't control those just by body location - bows, shields,
3367 * and weapons all use the same slot. Similar for horn/rod/wand - they 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3368 * all use the same location. 1341 * all use the same location.
3369 */ 1342 */
3370 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3371 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3372 1345
3373 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3374 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3375 1348
3376 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3377 { 1350 {
3378 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3379 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3380 1353
3381 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3382 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3383 1356
3384 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3385 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3386 1359
3387 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3388 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3389 } 1362 }
3390 1363
3391 return retval; 1364 return retval;
3392} 1365}
3416 */ 1389 */
3417 1390
3418#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3419 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3420 1393
3421int 1394static bool
3422apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3423{ 1396{
3424 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3425 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3426
3427 if (who == NULL)
3428 {
3429 LOG (llevError, "apply_special() from object without environment.\n");
3430 return 1;
3431 }
3432
3433 if (op->env != who)
3434 return 1; /* op is not in inventory */
3435 1399
3436 /* trying to unequip op */ 1400 /* trying to unequip op */
3437 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3438 { 1402 {
3439 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3440 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3441 return 0; 1405 return 0;
3442 1406
3443 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3444 {
3445 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3446 return 1;
3447 }
3448
3449 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3450 } 1408 }
3451 else if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3452 return 0; 1410 return 0;
3453 1411
3454 // if the item is combat/ranged, wield the relevant slot first
3455 // to resolve conflicts.
3456 if (player *pl = who->contr)
3457 switch (op->slottype ())
3458 {
3459 case slot_combat: who->change_weapon (pl->combat_ob); break;
3460 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3461 }
3462
3463 splay (op); 1412 splay (op);
3464 1413
3465 /* Can't just apply this object. Lets see what not and what to do */ 1414 /* Can't just apply this object. Lets see what not and what to do */
3466 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3467 { 1416 {
3468 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3469 { 1418 {
3470 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3471 return 1; 1420 return 1;
3472 } 1421 }
3473 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3474 { 1423 {
3475 who->failmsg (format ( 1424 who->failmsgf (
3476 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
3477 "H<Your belief, profession or class prevents you from applying this item.>", 1426 "H<Your belief, profession or class prevents you from applying this item.>",
3478 query_name (op) 1427 query_name (op)
3479 )); 1428 );
3480 return 1; 1429 return 1;
3481 } 1430 }
3482 1431
3483 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3484 { 1433 {
3500 } 1449 }
3501 } 1450 }
3502 1451
3503 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3504 { 1453 {
1454 // try to ready attached skill first
3505 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3506 1456
3507 if (!skop) 1457 if (!skop)
3508 { 1458 {
3509 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3510 return 1; 1460 return 1;
3511 } 1461 }
3512 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3513 /* While experience will be credited properly, we want to change the
3514 * skill so that the dam and wc get updated
3515 */ 1463 {
3516 who->change_skill (skop); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 return 1;
1466 }
3517 } 1467 }
3518 1468
3519 if (!check_item_power (who, op->item_power)) 1469 if (!check_item_power (who, op->item_power))
3520 { 1470 {
3521 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3524 1474
3525 /* Ok. We are now at the state where we can apply the new object. 1475 /* Ok. We are now at the state where we can apply the new object.
3526 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3527 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3528 */ 1478 */
1479
1480 // split away all the other items from the stack, so only one item is left
3529 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3530 1482
3531 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3532 return RESULT_INT (0); 1484 return RESULT_INT (0);
3533 1485
3534 switch (op->type) 1486 switch (op->type)
3535 { 1487 {
3536 case WEAPON: 1488 case WEAPON:
3537 //TODO: this obviously fails for players using a shorter prefix 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3538 // i.e. "R" can use Ragnarok's sword.
3539 if (op->level && !op->name.starts_with (who->name))
3540 { 1490 {
3541 /* if the weapon does not have the name as the character, can't use it. */ 1491 /* if the weapon does not have the name as the character, can't use it. */
3542 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3543 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3544 1494 "H<Its name indicates that it belongs to somebody else.>");
3545 if (tmp) 1495 if (tmp) who->insert (tmp);
3546 insert_ob_in_ob (tmp, who);
3547
3548 return 1; 1496 return 1;
3549 } 1497 }
3550 1498
3551 if (!skop) 1499 op->flag [FLAG_APPLIED] = true;
1500
1501 if (player *pl = who->contr)
3552 { 1502 {
3553 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3554 return 1; 1504 change_abil (who, op);
3555 } 1505 }
3556 1506
3557 SET_FLAG (op, FLAG_APPLIED); 1507 op->flag [FLAG_READY_WEAPON] = true;
3558 who->change_skill (skop);
3559
3560 if (who->contr)
3561 who->change_weapon (who->contr->combat_ob = op);
3562
3563 who->statusmsg (format ("You wield %s.", query_name (op)));
3564
3565 SET_FLAG (who, FLAG_READY_WEAPON);
3566 change_abil (who, op);
3567 break; 1508 break;
3568 1509
3569 case ARMOUR: 1510 case ARMOUR:
3570 case HELMET: 1511 case HELMET:
3571 case SHIELD: 1512 case SHIELD:
3574 case GIRDLE: 1515 case GIRDLE:
3575 case BRACERS: 1516 case BRACERS:
3576 case CLOAK: 1517 case CLOAK:
3577 case RING: 1518 case RING:
3578 case AMULET: 1519 case AMULET:
3579 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3580 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3581 change_abil (who, op); 1522 change_abil (who, op);
3582 break; 1523 break;
3583 1524
3584 case SKILL_TOOL: 1525 case SKILL_TOOL:
3585 // applying a skill tool also readies the skill 1526 // applying a skill tool does not ready the skill
3586 SET_FLAG (op, FLAG_APPLIED); 1527 // if something needs the skill, it has to ready it itself
3587 1528 //TODO: unapplying should unapply the skill, though
3588 if (!(aflags & AP_NO_READY))
3589 {
3590 skop = find_skill_by_name (who, op->skill);
3591 if (!skop->flag [FLAG_APPLIED]) 1529 op->set_flag (FLAG_APPLIED);
3592 apply_special (who, skop, AP_APPLY);
3593 }
3594 break; 1530 break;
3595 1531
3596 case SKILL: 1532 case SKILL:
3597 if (player *pl = who->contr) 1533 if (who->contr)
3598 {
3599 if (IS_COMBAT_SKILL (op->subtype))
3600 {
3601 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3602 {
3603 for (object *item = who->inv; item; item = item->below)
3604 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3605 {
3606 if (item->skill == op->skill)
3607 {
3608 who->change_weapon (pl->combat_ob = item);
3609 goto found_weapon;
3610 }
3611 }
3612
3613 who->failmsg (format (
3614 "You need to apply a '%s' melee weapon before readying this skill. "
3615 "H<Some skills need an item, in this case a melee weapon, to function.>",
3616 &op->skill
3617 ));
3618 return 1;
3619
3620 found_weapon:;
3621 }
3622 else
3623 who->change_weapon (pl->combat_ob = op);
3624 }
3625 else if (IS_RANGED_SKILL (op->subtype))
3626 {
3627 if (skill_flags [op->subtype] & SF_NEED_BOW)
3628 {
3629 for (object *item = who->inv; item; item = item->below)
3630 if (item->type == BOW && item->flag [FLAG_APPLIED])
3631 {
3632 //TODO: bows should/must all have skill missile weapon right now
3633 who->change_weapon (pl->ranged_ob = item);
3634 goto found_bow;
3635 }
3636
3637 who->failmsg (
3638 "You need to apply a missile weapon before readying this skill. "
3639 "H<Some skills need an item, in this case a missile weapon, to function.>"
3640 );
3641 return 1;
3642
3643 found_bow:;
3644 }
3645 else
3646 who->change_weapon (pl->ranged_ob = op);
3647 }
3648
3649 if (!op->invisible) 1534 if (op->invisible)
3650 { 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3651 who->statusmsg (format (
3652 "You ready %s."
3653 "You can now use the skill: %s.",
3654 query_name (op),
3655 &op->skill
3656 ));
3657 }
3658 else 1536 else
3659 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
3660 } 1538
3661 else 1539 who->set_flag (FLAG_READY_SKILL);
3662 { 1540 op->set_flag (FLAG_APPLIED);
3663 SET_FLAG (op, FLAG_APPLIED);
3664 change_abil (who, op); 1541 change_abil (who, op);
3665 who->chosen_skill = op;
3666 SET_FLAG (who, FLAG_READY_SKILL);
3667 }
3668
3669 break; 1542 break;
3670 1543
3671 case BOW: 1544 case BOW:
3672 if (op->level && !op->name.starts_with (who->name)) 1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3673 { 1546 {
3674 who->failmsg ("The weapon does not recognize you as its owner. " 1547 who->failmsg ("The weapon does not recognize you as its owner. "
3675 "H<Its name indicates that it belongs to somebody else.>"); 1548 "H<Its name indicates that it belongs to somebody else.>");
3676 if (tmp) 1549 if (tmp) who->insert (tmp);
3677 insert_ob_in_ob (tmp, who);
3678
3679 return 1; 1550 return 1;
3680 } 1551 }
1552
1553 if (player *pl = who->contr)
1554 {
1555 op->flag [FLAG_APPLIED] = true;
1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
1557 change_abil (who, op);
1558 }
1559 break;
1560
1561 case RANGED:
1562 if (player *pl = who->contr)
1563 {
1564 op->flag [FLAG_APPLIED] = true;
1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
1566 }
1567 break;
1568
1569 case SPELL:
1570 if (player *pl = who->contr)
1571 {
1572 op->flag [FLAG_APPLIED] = true;
1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1574 }
1575 break;
3681 1576
3682 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3683 case WAND: 1578 case WAND:
3684 case ROD: 1579 case ROD:
3685 case HORN: 1580 case HORN:
3686 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3687 1582
3688 if (!skop) 1583 if (player *pl = who->contr)
3689 { 1584 {
3690 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3691 return 1;
3692 }
3693
3694 SET_FLAG (op, FLAG_APPLIED);
3695 who->change_skill (skop);
3696
3697 if (who->contr)
3698 {
3699 who->contr->ranged_ob = op;
3700
3701 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3702 1586
3703 if (op->type == BOW) 1587 if (op->type == BOW)
3704 {
3705 who->current_weapon = op;
3706 change_abil (who, op);
3707 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3708 } 1589
1590 change_abil (who, op);
3709 } 1591 }
3710 else 1592 else
3711 { 1593 {
3712 if (op->type == BOW) 1594 if (op->type == BOW)
3713 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3714 else 1596 else
3715 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
3716 } 1598 }
3717 1599
3718 break; 1600 break;
3719 1601
3720 case BUILDER: 1602 case BUILDER:
3721 if (who->type == PLAYER) 1603 if (player *pl = who->contr)
3722 { 1604 {
3723 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3724 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3725 unapply_special (who, who->contr->ranged_ob, 0);
3726
3727 who->statusmsg (format ("You ready your %s.", query_name (op))); 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3728 1606 //TODO: change_abil?
3729 who->contr->ranged_ob = op;
3730 } 1607 }
3731 break; 1608 break;
3732 1609
3733 default: 1610 default:
3734 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3735 } 1612 }
3736 1613
3737 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3738 1615
3739 if (tmp)
3740 who->insert (tmp); 1616 if (tmp) who->insert (tmp);
3741 1617
3742 who->update_stats (); 1618 who->update_stats ();
3743 1619
3744 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3745 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3746 * you don't know anything about them. 1622 * you don't know anything about them.
3747 */ 1623 */
3748 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3749 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3750 1626
3751 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3752 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3753 { 1629 {
3754 who->failmsg ( 1630 who->failmsg (
3755 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
3756 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" 1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3757 ); 1633 );
3758 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3759 } 1635 }
3760 1636
3761 if (object *pl = op->visible_to ()) 1637 if (object *pl = op->visible_to ())
3762 esrv_send_item (pl, op); 1638 esrv_send_item (pl, op);
3763 1639
3764 return 0; 1640 return 0;
3765} 1641}
3766 1642
1643/**
1644 * Check if op should abort moving victim because of it's race or slaying.
1645 * Returns 1 if it should abort, returns 0 if it should continue.
1646 */
3767int 1647int
3768monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3769{ 1649{
3770 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1650 int arch_flag, name_flag, race_flag;
1651
1652 /* Get flags to determine what of arch, name, and race should be checked.
1653 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654 * the next is the name flag, and the last is the race flag. Also note,
1655 * if subtype is set to zero, that also goes to defaults of all affecting
1656 * it. Examples:
1657 * subtype 1: only arch
1658 * subtype 3: arch or name
1659 * subtype 5: arch or race
1660 * subtype 7: all three
1661 */
1662 if (op->subtype)
1663 {
1664 arch_flag = op->subtype & 1;
1665 name_flag = op->subtype & 2;
1666 race_flag = op->subtype & 4;
1667 }
1668 else
1669 {
1670 arch_flag = 1;
1671 name_flag = 1;
1672 race_flag = 1;
1673 }
1674
1675 /* If the director has race set, only affect objects with a arch,
1676 * name or race that matches.
1677 */
1678 if ((op->race) &&
1679 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681 ((!(victim->race && race_flag) || op->race != victim->race)))
3771 return 1; 1682 return 1;
3772 1683
1684 /* If the director has slaying set, only affect objects where none
1685 * of arch, name, or race match.
1686 */
1687 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1688 ((victim->name && name_flag && op->slaying == victim->name)) ||
1689 ((victim->race && race_flag && op->slaying == victim->race)))
1690 return 1;
1691
1692 return 0;
1693}
1694
1695/**
1696 * This handles a player dropping money on an altar to identify stuff.
1697 * It'll identify marked item, if none all items up to dropped money.
1698 * Return value: 1 if money was destroyed, 0 if not.
1699 */
1700static int
1701apply_id_altar (object *money, object *altar, object *pl)
1702{
1703 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704
1705 if (!pl || pl->type != PLAYER)
1706 return 0;
1707
1708 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709 * identifying' from being printed out more than it needs to be.
1710 */
1711 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712 return 0;
1713
1714 /* if the player has a marked item, identify that if it needs to be
1715 * identified. If it doesn't, then go through the player inventory.
1716 */
1717 if (object *marked = pl->mark ())
1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 {
1720 if (operate_altar (altar, &money, pl))
1721 {
1722 identify (marked);
1723
1724 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725 if (marked->msg)
1726 buf << "The item has a story:\r" << marked->msg << "\n\n";
1727
1728 return !money;
1729 }
1730 }
1731
1732 for (object *id = pl->inv; id; id = id->below)
1733 {
1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (id);
1739
1740 buf.printf ("You have %s.\r", long_desc (id, pl));
1741 if (id->msg)
1742 buf << "The item has a story:\r" << id->msg << "\n\n";
1743
1744 /* If no more money, might as well quit now */
1745 if (!money || !check_altar_sacrifice (altar, money))
1746 break;
1747 }
1748 else
1749 {
1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
1752 }
1753 }
1754 }
1755
1756 if (buf.empty ())
1757 pl->failmsg ("You have nothing that needs identifying");
1758 else
1759 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760
1761 return !money;
1762}
1763
1764/**
1765 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766 * matching item.
1767 **/
1768void
1769handle_apply_yield (object *tmp)
1770{
1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773}
1774
1775/**
1776 * Handles applying a potion.
1777 */
1778int
1779apply_potion (object *op, object *tmp)
1780{
1781 int got_one = 0, i;
1782 object *force = 0;
1783
1784 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1785 {
1786 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1787
1788 tmp->clr_flag (FLAG_APPLIED);
1789 return 0;
1790 }
1791
1792 if (op->type == PLAYER)
1793 if (!tmp->flag [FLAG_IDENTIFIED])
1794 identify (tmp);
1795
1796 handle_apply_yield (tmp);
1797
1798 /* Potion of restoration - only for players */
1799 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1800 {
1801 object *depl;
1802 archetype *at;
1803
1804 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1805 {
1806 op->drain_stat ();
1807 op->update_stats ();
1808 tmp->decrease ();
1809 return 1;
1810 }
1811
1812 if (!(at = archetype::find (shstr_depletion)))
1813 {
1814 LOG (llevError, "Could not find archetype depletion\n");
1815 return 0;
1816 }
1817
1818 depl = present_arch_in_ob (at, op);
1819
1820 if (depl)
1821 {
1822 for (i = 0; i < NUM_STATS; i++)
1823 if (depl->stats.stat (i))
1824 op->statusmsg (restore_msg[i]);
1825
1826 depl->destroy ();
1827 op->update_stats ();
1828 }
1829 else
1830 op->statusmsg ("Your potion had no effect.");
1831
1832 tmp->decrease ();
1833 return 1;
1834 }
1835
1836 /* improvement potion - only for players */
1837 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1838 {
1839 for (i = 1; i < min (11, op->level); i++)
1840 {
1841 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1842 {
1843 if (op->contr->levhp[i] != 1)
1844 {
1845 op->contr->levhp[i] = 1;
1846 break;
1847 }
1848
1849 if (op->contr->levsp[i] != 1)
1850 {
1851 op->contr->levsp[i] = 1;
1852 break;
1853 }
1854
1855 if (op->contr->levgrace[i] != 1)
1856 {
1857 op->contr->levgrace[i] = 1;
1858 break;
1859 }
1860 }
1861 else
1862 {
1863 if (op->contr->levhp[i] < 9)
1864 {
1865 op->contr->levhp[i] = 9;
1866 break;
1867 }
1868
1869 if (op->contr->levsp[i] < 6)
1870 {
1871 op->contr->levsp[i] = 6;
1872 break;
1873 }
1874
1875 if (op->contr->levgrace[i] < 3)
1876 {
1877 op->contr->levgrace[i] = 3;
1878 break;
1879 }
1880 }
1881 }
1882
1883 /* Just makes checking easier */
1884 if (i < min (11, op->level))
1885 got_one = 1;
1886
1887 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1888 {
1889 if (got_one)
1890 {
1891 op->update_stats ();
1892 op->statusmsg ("The Gods smile upon you and remake you "
1893 "a little more in their image. "
1894 "You feel a little more perfect.", NDI_GREEN);
1895 }
1896 else
1897 op->statusmsg ("The potion had no effect - you are already perfect.");
1898 }
1899 else
1900 { /* cursed potion */
1901 if (got_one)
1902 {
1903 op->update_stats ();
1904 op->failmsg ("The Gods are angry and punish you.");
1905 }
1906 else
1907 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1908 }
1909
1910 tmp->decrease ();
1911 return 1;
1912 }
1913
1914
1915 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1916 * and heroism all fit into this category. Given the spell object code,
1917 * there is no limit to the number of spells that potions can be cast,
1918 * but direction is problematic to try and imbue fireball potions for example.
1919 */
1920 if (tmp->inv)
1921 {
1922 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1923 {
1924 op->failmsg ("Yech! Your lungs are on fire!");
1925 create_exploding_ball_at (op, op->level);
1926 }
1927 else
1928 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1929
1930 tmp->decrease ();
1931
1932 /* if youre dead, no point in doing this... */
1933 if (!op->flag [FLAG_REMOVED])
1934 op->update_stats ();
1935
1936 return 1;
1937 }
1938
1939 /* Deal with protection potions */
1940 force = NULL;
1941 for (i = 0; i < NROFATTACKS; i++)
1942 {
1943 if (tmp->resist[i])
1944 {
1945 if (!force)
1946 force = archetype::get (FORCE_NAME);
1947
1948 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1949 force->type = POTION_EFFECT;
1950 break; /* Only need to find one protection since we copy entire batch */
1951 }
1952 }
1953
1954 /* This is a protection potion */
1955 if (force)
1956 {
1957 /* cursed items last longer */
1958 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1959 {
1960 force->stats.food *= 10;
1961 for (i = 0; i < NROFATTACKS; i++)
1962 if (force->resist[i] > 0)
1963 force->resist[i] = -force->resist[i]; /* prot => vuln */
1964 }
1965
1966 force->speed_left = -1;
1967 force = insert_ob_in_ob (force, op);
1968 tmp->clr_flag (FLAG_APPLIED);
1969 force->set_flag (FLAG_APPLIED);
1970 change_abil (op, force);
1971 tmp->decrease ();
1972 return 1;
1973 }
1974
1975 /* Only thing left are the stat potions */
1976 if (op->type == PLAYER)
1977 { /* only for players */
1978 if ((tmp->flag [FLAG_CURSED]
1979 || tmp->flag [FLAG_DAMNED])
1980 && tmp->value != 0)
1981 tmp->clr_flag (FLAG_APPLIED);
1982 else
1983 tmp->set_flag (FLAG_APPLIED);
1984
1985 if (!change_abil (op, tmp))
1986 op->statusmsg ("Nothing happened.");
1987 }
1988
1989 /* CLEAR_FLAG is so that if the character has other potions
1990 * that were grouped with the one consumed, his
1991 * stat will not be raised by them. fix_player just clears
1992 * up all the stats.
1993 */
1994 tmp->clr_flag (FLAG_APPLIED);
1995 op->update_stats ();
1996 tmp->decrease ();
1997 return 1;
1998}
1999
2000/**
2001 * 'victim' moves onto 'trap'
2002 * 'victim' leaves 'trap'
2003 * effect is determined by move_on/move_off of trap and move_type of victime.
2004 *
2005 * originator: Player, monster or other object that caused 'victim' to move
2006 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2007 * However, some types of traps require an originator to function.
2008 */
2009void
2010move_apply (object *trap, object *victim, object *originator)
2011{
2012 static int recursion_depth = 0;
2013
2014 trap = trap->head_ ();
2015
2016 /* Only exits affect DMs. */
2017 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2018 return;
2019
2020 /* move_apply() is the most likely candidate for causing unwanted and
2021 * possibly unlimited recursion.
2022 */
2023
2024 /* The following was changed because it was causing perfectly correct
2025 * maps to fail. 1) it's not an error to recurse:
2026 * rune detonates, summoning monster. monster lands on nearby rune.
2027 * nearby rune detonates. This sort of recursion is expected and
2028 * proper. This code was causing needless crashes.
2029 */
2030 if (recursion_depth >= 500)
2031 {
2032 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2033 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2034 return;
2035 }
2036
2037 recursion_depth++;
2038
2039 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2040 switch (trap->type)
2041 {
2042 case PLAYERMOVER:
2043 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2044 {
2045 if (!trap->stats.maxsp)
2046 trap->stats.maxsp = 2;
2047
2048 /* Is this correct? From the docs, it doesn't look like it
2049 * should be divided by trap->speed
2050 */
2051 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2052
2053 /* Just put in some sanity check. I think there is a bug in the
2054 * above with some objects have zero speed, and thus the player
2055 * getting permanently paralyzed.
2056 */
2057 victim->speed_left = max (-50.f, victim->speed_left);
2058 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2059 }
2060 break;
2061
2062 case SPINNER:
2063 if (victim->direction)
2064 {
2065 victim->direction = absdir (victim->direction - trap->stats.sp);
2066 update_turn_face (victim);
2067 }
2068 break;
2069
2070 case DIRECTOR:
2071 if (victim->direction && !should_director_abort (trap, victim))
2072 {
2073 victim->direction = trap->stats.sp;
2074 update_turn_face (victim);
2075 }
2076 break;
2077
2078 case BUTTON:
2079 case PEDESTAL:
2080 case T_MATCH:
2081 update_button (trap, originator);
2082 break;
2083
2084 case ALTAR:
2085 /* sacrifice victim on trap */
2086 apply_altar (trap, victim, originator);
2087 break;
2088
2089 case THROWN_OBJ:
2090 if (trap->inv == NULL)
2091 break;
2092 /* fallthrough */
2093
2094 case ARROW:
2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
2096 * trigger this here and get hit by own missile - and will be own enemy.
2097 * Victim then is his own enemy and will start to kill herself (this is
2098 * removed) but we have not synced victim and his missile. To avoid senseless
2099 * action, we avoid hits here
2100 */
2101 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2102 && trap->owner != victim)
2103 hit_with_arrow (trap, victim);
2104 break;
2105
2106 case SPELL_EFFECT:
2107 apply_spell_effect (trap, victim);
2108 break;
2109
2110 case TRAPDOOR:
2111 {
2112 int max, sound_was_played;
2113 object *ab, *ab_next;
2114
2115 if (!trap->value)
2116 {
2117 int tot;
2118
2119 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2120 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2121 tot += ab->head_ ()->total_weight ();
2122
2123 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2124 break;
2125
2126 SET_ANIMATION (trap, trap->value);
2127 update_object (trap, UP_OBJ_FACE);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (NUM_ANIMATIONS(op) > 1)
3173 {
3174 SET_ANIMATION(op, 0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3773 return apply_special (who, op, aflags); 3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342 }
3343 else if (!who->contr && apply_types_player_only [op->type])
3344 return 0; // monsters shouldn't try to apply player-only stuff
3345 else if (apply_types [op->type])
3346 {
3347 // ordinary stuff, may be on the floor
3348 switch (op->type)
3349 {
3350 case T_HANDLE:
3351 who->play_sound (sound_find ("turn_handle"));
3352 who->statusmsg ("You turn the handle.");
3353 op->value = op->value ? 0 : 1;
3354 SET_ANIMATION (op, op->value);
3355 update_object (op, UP_OBJ_FACE);
3356 push_button (op, who);
3357 break;
3358
3359 case TRIGGER:
3360 if (check_trigger (op, who, who))
3361 {
3362 who->statusmsg ("You turn the handle.");
3363 who->play_sound (sound_find ("turn_handle"));
3364 }
3365 else
3366 who->failmsg ("The handle doesn't move.");
3367
3368 break;
3369
3370 case EXIT:
3371 if (!EXIT_PATH (op))
3372 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3373 else
3374 {
3375 /* Don't display messages for random maps. */
3376 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3377 who->statusmsg (op->msg, NDI_NAVY);
3378
3379 who->enter_exit (op);
3380 }
3381
3382 break;
3383
3384 case INSCRIBABLE:
3385 who->statusmsg (op->msg);
3386 // maybe show a spell menu to chose from or something like that
3387 break;
3388
3389 case SIGN:
3390 apply_sign (who, op, 0);
3391 break;
3392
3393 case BOOK:
3394 apply_book (who, op);
3395 break;
3396
3397 case SKILLSCROLL:
3398 apply_skillscroll (who, op);
3399 break;
3400
3401 case SPELLBOOK:
3402 apply_spellbook (who, op);
3403 break;
3404
3405 case SCROLL:
3406 apply_scroll (who, op, 0);
3407 break;
3408
3409 case POTION:
3410 apply_potion (who, op);
3411 break;
3412
3413 /* Eneq(@csd.uu.se): Handle apply on containers. */
3414 //TODO: remove, as it is unsed?
3415 case CLOSE_CON:
3416 apply_container (who, op->env);
3417 break;
3418
3419 case CONTAINER:
3420 apply_container (who, op);
3421 break;
3422
3423 case TREASURE:
3424 apply_treasure (who, op);
3425 break;
3426
3427 case LAMP:
3428 case TORCH:
3429 player_apply_lamp (who, op);
3430 break;
3431
3432 case DRINK:
3433 case FOOD:
3434 case FLESH:
3435 apply_food (who, op);
3436 break;
3437
3438 case POISON:
3439 apply_poison (who, op);
3440 break;
3441
3442 case SAVEBED:
3443 break;
3444
3445 case ARMOUR_IMPROVER:
3446 apply_armour_improver (who, op);
3447 break;
3448
3449 case WEAPON_IMPROVER:
3450 check_improve_weapon (who, op);
3451 break;
3452
3453 case CLOCK:
3454 {
3455 timeofday_t tod;
3456
3457 get_tod (&tod);
3458 who->play_sound (sound_find ("sound_clock"));
3459 who->statusmsg (format (
3460 "It is %d minute%s past %d o'clock %s",
3461 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3462 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3463 ));
3464 }
3465 break;
3466
3467 case MENU:
3468 shop_listing (op, who);
3469 break;
3470
3471 case POWER_CRYSTAL:
3472 apply_power_crystal (who, op); /* see egoitem.c */
3473 break;
3474
3475 case LIGHTER: /* for lighting torches/lanterns/etc */
3476 apply_lighter (who, op);
3477 break;
3478
3479 case ITEM_TRANSFORMER:
3480 apply_item_transformer (who, op);
3481 break;
3482 }
3483
3484 return 1;
3485 }
3486 else
3487 {
3488 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3489 return 0;
3490 }
3491}
3492
3493/**
3494 * player_apply_below attempts to apply the object 'below' the player.
3495 * If the player has an open container, we use that for below, otherwise
3496 * we use the ground.
3497 */
3498void
3499player_apply_below (object *pl)
3500{
3501 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3502
3503 /* If using a container, set the starting item to be the top
3504 * item in the container. Otherwise, use the map.
3505 */
3506
3507 // first try to apply "applyables"
3508 for (object *tmp = top; tmp; tmp = tmp->below)
3509 if (!tmp->invisible && apply_types [tmp->type])
3510 {
3511 // If it is visible, player can apply it.
3512 pl->apply (tmp);
3513 return;
3514 }
3515
3516 while (top && top->invisible)
3517 top = top->below;
3518
3519 if (!top || top->flag [FLAG_IS_FLOOR])
3520 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3521 "H<There is nothing here that you can apply.>");
3522 else
3523 // next, try to explain the topmost object
3524 switch (top->type)
3525 {
3526 // TODO: all this should move to examine
3527 case ALTAR:
3528 case IDENTIFY_ALTAR:
3529 case TRIGGER_ALTAR:
3530 case CONVERTER:
3531 //case TRIGGER_PEDESTAL:
3532 pl->failmsgf (
3533 "You see no obvious mechanism on the %s."
3534 "H<You have to drop one or more specific items here.>",
3535 query_short_name (top)
3536 );
3537 break;
3538
3539 case BUTTON:
3540 case TRIGGER_BUTTON:
3541 pl->failmsgf (
3542 "The %s looks as if you could activate it with somehting heavy. "
3543 "H<You must put enough items here to activate it.>",
3544 query_short_name (top)
3545 );
3546 break;
3547
3548 default:
3549 examine (pl, top);
3550 break;
3551 }
3552}
3553
3554// saner interface, returns successful status
3555bool
3556object::apply (object *ob, int aflags)
3557{
3558 if (!ob) // simplifies a lot of callers
3559 return true;
3560
3561 ob = ob->head_ ();
3562
3563 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3564 {
3565 if (contr)
3566 {
3567 examine (this, ob);
3568 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3569 return 1;
3570 }
3571 else
3572 return 0; /* monsters just skip unpaid items */
3573 }
3574
3575 if (contr)
3576 {
3577 if (!ob->env && (move_type & MOVE_FLYING))
3578 {
3579 /* player is flying and applying object not in inventory */
3580 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3581 {
3582 failmsg ("But you are floating high above the ground! "
3583 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3584 "or waiting till the levitation effect wears off.>");
3585 return 0;
3586 }
3587 }
3588
3589 contr->last_used = ob;
3590 }
3591
3592 bool want_apply =
3593 aflags & AP_APPLY ? true
3594 : aflags & AP_UNAPPLY ? false
3595 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3596
3597 // cannot unapply cursed items
3598 if (!want_apply
3599 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3600 && ob->flag [FLAG_APPLIED]
3601 && !(aflags & AP_IGNORE_CURSE))
3602 {
3603 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3604 return 0;
3605 }
3606
3607 object_ptr *slot = 0;
3608
3609 // detect the slot, if this is a player
3610 if (contr && !(aflags & AP_NO_SLOT))
3611 {
3612 object *oslot;
3613
3614 switch (ob->type)
3615 {
3616 case WEAPON:
3617 slot = &contr->combat_ob;
3618 oslot = contr->ranged_ob;
3619 break;
3620
3621 case RANGED:
3622 case BOW:
3623 case SPELL:
3624 case WAND:
3625 case ROD:
3626 case HORN:
3627 case BUILDER:
3628 slot = &contr->ranged_ob;
3629 oslot = contr->combat_ob;
3630 break;
3631
3632 // oh, the humanity
3633 case SKILL:
3634 // skill is used on it's own, as opposed to being a chosen_skill
3635
3636 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3637 {
3638 failmsgf (
3639 "You feel as if you wanted to do something funny, but you can't remember what. "
3640 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3641 "It cannot be used on its own.>",
3642 &ob->skill
3643 );
3644 return 1;
3645 }
3646
3647 if (skill_flags [ob->subtype] & SF_AUTARK
3648 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3649 {
3650 if (skill_flags [ob->subtype] & SF_USE)
3651 failmsgf (
3652 "You feel as if you wanted to do something funny, but you can't remember what. "
3653 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3654 &ob->skill, &ob->skill
3655 );
3656 else
3657 failmsgf (
3658 "You feel as if you wanted to do something funny, but you can't remember what. "
3659 "H<The %s skill cannot be readied or used, it is always active.>",
3660 &ob->skill
3661 );
3662
3663 return 1;
3664 }
3665
3666 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3667 break;
3668
3669 if (skill_flags [ob->subtype] & SF_COMBAT)
3670 {
3671 slot = &contr->combat_ob;
3672 oslot = contr->ranged_ob;
3673 }
3674 else if (skill_flags [ob->subtype] & SF_RANGED)
3675 {
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 }
3679
3680 break;
3681 }
3682
3683 // now handle slot exclusions
3684 if (slot)
3685 {
3686 // only one slot can be active
3687 if (want_apply)
3688 {
3689 // clear slot unless we are in it already
3690 if (*slot != ob)
3691 if (!apply (*slot, AP_UNAPPLY))
3692 return false;
3693
3694 // unapply other slot, because we want to become active
3695 if (!apply (oslot, AP_UNAPPLY))
3696 return false;
3697 }
3698
3699 // clear item from slot if applied
3700 if (!want_apply && current_weapon == ob)
3701 current_weapon = 0;
3702 }
3703 }
3704
3705 if (ob->flag [FLAG_APPLIED] != want_apply)
3706 manual_apply (this, ob, aflags);
3707
3708 if (ob->flag [FLAG_APPLIED] != want_apply)
3709 return false;
3710
3711 if (slot && want_apply)
3712 current_weapon = *slot = ob;
3713
3714 return true;
3774} 3715}
3775 3716
3776/** 3717/**
3777 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3778 * 3719 *
3779 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3780 */ 3721 */
3781int 3722int
3782auto_apply (object *op) 3723auto_apply (object *op)
3783{ 3724{
3784 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3785 int i; 3726 int i;
3786 3727
3787 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3728 op->clr_flag (FLAG_AUTO_APPLY);
3788 3729
3789 switch (op->type) 3730 switch (op->type)
3790 { 3731 {
3791 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3792 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3802 == NULL && --i); 3743 == NULL && --i);
3803 3744
3804 if (tmp == NULL) 3745 if (tmp == NULL)
3805 return 0; 3746 return 0;
3806 3747
3807 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3808 { 3749 {
3809 tmp->destroy (); 3750 tmp->destroy ();
3810 tmp = NULL; 3751 tmp = NULL;
3811 } 3752 }
3812 } 3753 }
3813 while (!tmp); 3754 while (!tmp);
3814 3755
3815 tmp->x = op->x; 3756 tmp->x = op->x;
3816 tmp->y = op->y; 3757 tmp->y = op->y;
3817 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3818 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3819 identify (tmp); 3760 identify (tmp);
3820 break; 3761 break;
3821 3762
3822 case TREASURE: 3763 case TREASURE:
3823 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3824 return 0; 3765 return 0;
3825 3766
3826 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3827 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3828 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3769 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3866 3807
3867 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3868 { 3809 {
3869 invnext = invtmp->below; 3810 invnext = invtmp->below;
3870 3811
3871 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3872 auto_apply (invtmp); 3813 auto_apply (invtmp);
3873 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3874 { 3815 {
3875 while (invtmp->stats.hp-- > 0) 3816 while (invtmp->stats.hp-- > 0)
3876 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3877 3818
3878 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3879 } 3820 }
3880 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3881 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3822 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3823 && invtmp->has_random_items ())
3882 { 3824 {
3883 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3884 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3885 * treasure again for this object 3827 * treasure again for this object
3886 */ 3828 */
3887 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3888 } 3830 }
3889 } 3831 }
3832
3890 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3891 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3892 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3893 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3894 * MSW 2004-05-13 3837 * MSW 2004-05-13
3898 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3899 */ 3842 */
3900 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3901 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3844 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3902 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3903
3904 } 3846 }
3905 3847
3906 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3907 auto_apply (tmp); 3849 auto_apply (tmp);
3908 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3850 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3909 { 3851 {
3910 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3911 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3913 } 3855 }
3914 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3915 { 3857 {
3916 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3917 3859
3918 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3919 tmp->set_speed (0); 3861 tmp->set_speed (0);
3920 } 3862 }
3921 /* This function can be called everytime a map is loaded, even when 3863 /* This function can be called everytime a map is loaded, even when
3922 * swapping back in. As such, we don't want to create the treasure 3864 * swapping back in. As such, we don't want to create the treasure
3923 * over and ove again, so after we generate the treasure, blank out 3865 * over and ove again, so after we generate the treasure, blank out
3965 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3966 int duration = TIME2TICK (food->stats.food); 3908 int duration = TIME2TICK (food->stats.food);
3967 3909
3968 if (force = who->force_find (key)) 3910 if (force = who->force_find (key))
3969 { 3911 {
3970 if (duration > abs (force->speed_left / force->speed)) 3912 if (duration > fabs (force->speed_left / force->speed))
3971 { 3913 {
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); 3914 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3973 force->force_set_timer (duration); 3915 force->force_set_timer (duration);
3974 } 3916 }
3975 else 3917 else
4012 } 3954 }
4013 3955
4014 /* check for hp, sp change */ 3956 /* check for hp, sp change */
4015 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
4016 { 3958 {
4017 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
4018 { 3960 {
4019 who->contr->killer = food; 3961 who->contr->killer = food;
4020 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4021 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
4022 } 3964 }
4031 } 3973 }
4032 } 3974 }
4033 3975
4034 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
4035 { 3977 {
4036 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
4037 { 3979 {
4038 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
4039 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
4040 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
4041 who->stats.sp = 0; 3983 who->stats.sp = 0;
4124 pl->animation_id = change->animation_id; 4066 pl->animation_id = change->animation_id;
4125 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4126 } 4068 }
4127 4069
4128 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
4129 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4071 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4130 if (change->name == shstr_monk) 4072 if (change->name == shstr_monk)
4131 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
4132 4074
4133 break; 4075 break;
4134 } 4076 }
4135 } 4077 }
4136} 4078}

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