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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.233 by root, Fri Apr 2 03:41:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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;
178
179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (shstr_depletion)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < min (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < min (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395}
396 112
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;
535 */ 251 */
536static int 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;
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
766 * changing of physical area right now. 484 * changing of physical area right now.
767 */ 485 */
768static int 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
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 = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 {
1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1442 */
1443 ab_next = ab->above;
1444
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 break;
1458 }
1459
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 break;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 break;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 break;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 break;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 break; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 break;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 break;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim);
1529 break;
1530
1531 default:
1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 break;
1535 }
1536
1537 recursion_depth--;
1538}
1539
1540/**
1541 * Handles reading a regular (ie not containing a spell) book.
1542 */
1543static void
1544apply_book (object *op, object *tmp)
1545{
1546 int lev_diff;
1547 object *skill_ob;
1548
1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1550 {
1551 op->failmsg ("You are unable to read while blind!");
1552 return;
1553 }
1554
1555 if (!tmp->msg)
1556 {
1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1558 return;
1559 }
1560
1561 /* need a literacy skill to read stuff! */
1562 skill_ob = find_skill_by_name (op, tmp->skill);
1563 if (!skill_ob)
1564 {
1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1566 return;
1567 }
1568
1569 lev_diff = tmp->level - (skill_ob->level + 5);
1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1571 {
1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension.");
1578 return;
1579 }
1580
1581 // we currently don't use the message types for anything.
1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1585
1586 if (player *pl = op->contr)
1587 if (client *ns = pl->ns)
1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1589
1590 /* gain xp from reading */
1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1592 { /* only if not read before */
1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594
1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596 {
1597 /*exp_gain *= 2; because they just identified it too */
1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1599
1600 if (object *pl = tmp->visible_to ())
1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1602 }
1603
1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1659 }
1660}
1661
1662/**
1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1664 * op is the person learning the skill, tmp is the skill scroll object
1665 */
1666static void
1667apply_skillscroll (object *op, object *tmp)
1668{
1669 switch (learn_skill (op, tmp))
1670 {
1671 case 0:
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 break;
1675
1676 case 1:
1677 tmp->decrease ();
1678 op->play_sound (sound_find ("skill_learn"));
1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1680 break;
1681
1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1686 break;
1687 }
1688}
1689
1690/**
1691 * Actually makes op learn spell.
1692 * Informs player of what happens.
1693 */
1694void
1695do_learn_spell (object *op, object *spell, int special_prayer)
1696{
1697 object *tmp;
1698
1699 if (op->type != PLAYER)
1700 {
1701 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1702 return;
1703 }
1704
1705 /* Upgrade special prayers to normal prayers */
1706 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707 {
1708 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709 {
1710 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1711 return;
1712 }
1713 return;
1714 }
1715
1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1718 tmp = spell->clone ();
1719 insert_ob_in_ob (tmp, op);
1720
1721 if (special_prayer)
1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1723
1724 esrv_add_spells (op->contr, tmp);
1725}
1726
1727/**
1728 * Erases spell from player's inventory.
1729 */
1730void
1731do_forget_spell (object *op, const char *spell)
1732{
1733 object *spob;
1734
1735 if (op->type != PLAYER)
1736 {
1737 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1738 return;
1739 }
1740 if ((spob = check_spell_known (op, spell)) == NULL)
1741 {
1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1743 return;
1744 }
1745
1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1747 esrv_remove_spell (op->contr, spob);
1748 spob->destroy ();
1749}
1750
1751/**
1752 * Handles player applying a spellbook.
1753 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1754 * stuff like that. Random learning failure too.
1755 */
1756static void
1757apply_spellbook (object *op, object *tmp)
1758{
1759 object *skop, *spell, *spell_skill;
1760
1761 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1762 {
1763 op->failmsg ("You are unable to read while blind.");
1764 return;
1765 }
1766
1767 /* artifact_spellbooks have 'slaying' field point to a spell name,
1768 * instead of having their spell stored in stats.sp. These are
1769 * legacy spellbooks
1770 */
1771 if (tmp->slaying)
1772 {
1773 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1774
1775 if (!spell)
1776 {
1777 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1778 return;
1779 }
1780 else
1781 insert_ob_in_ob (spell, tmp);
1782
1783 tmp->slaying = 0;
1784 }
1785
1786 skop = find_skill_by_name (op, tmp->skill);
1787
1788 /* need a literacy skill to learn spells. Also, having a literacy level
1789 * lower than the spell will make learning the spell more difficult */
1790 if (!skop)
1791 {
1792 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1793 return;
1794 }
1795
1796 spell = tmp->inv;
1797
1798 if (!spell)
1799 {
1800 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1801 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1802 return;
1803 }
1804
1805 int learn_level = sqrtf (spell->level) * 1.5f;
1806 if (skop->level < learn_level)
1807 {
1808 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1809 &tmp->skill, learn_level));
1810 return;
1811 }
1812
1813 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1814
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1816 identify (tmp);
1817
1818 /* I removed the check for special_prayer_mark here - it didn't make
1819 * a lot of sense - special prayers are not found in spellbooks, and
1820 * if the player doesn't know the spell, doesn't make a lot of sense that
1821 * they would have a special prayer mark.
1822 */
1823 if (check_spell_known (op, spell->name))
1824 {
1825 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1826 return;
1827 }
1828
1829 if (spell->skill)
1830 {
1831 spell_skill = find_skill_by_name (op, spell->skill);
1832
1833 if (!spell_skill)
1834 {
1835 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1836 return;
1837 }
1838
1839 if (spell_skill->level < spell->level)
1840 {
1841 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1842 return;
1843 }
1844 }
1845
1846 /* Logic as follows
1847 *
1848 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1849 *
1850 * 2- The learner's skill level in literacy adjusts the chance to learn
1851 * a spell.
1852 *
1853 * 3 -Automatically fail to learn if you read while confused
1854 *
1855 * Overall, chances are the same but a player will find having a high
1856 * literacy rate very useful! -b.t.
1857 */
1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1859 {
1860 op->failmsg ("In your confused state you flub the wording of the text!");
1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1862 }
1863 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1865 {
1866 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1867 do_learn_spell (op, spell, 0);
1868
1869 /* xp gain to literacy for spell learning */
1870 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1871 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1872 }
1873 else
1874 {
1875 op->contr->play_sound (sound_find ("fumble_spell"));
1876 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1877 }
1878
1879 tmp->decrease ();
1880}
1881
1882/**
1883 * Handles applying a spell scroll.
1884 */
1885void
1886apply_scroll (object *op, object *tmp, int dir)
1887{
1888 object *skop;
1889
1890 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1891 {
1892 op->failmsg ("You are unable to read while blind.");
1893 return;
1894 }
1895
1896 if (!tmp->inv || tmp->inv->type != SPELL)
1897 {
1898 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1899 return;
1900 }
1901
1902 if (op->type == PLAYER)
1903 {
1904 /* players need a literacy skill to read stuff! */
1905 int exp_gain = 0;
1906
1907 /* hard code literacy - tmp->skill points to where the exp
1908 * should go for anything killed by the spell.
1909 */
1910 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1911
1912 if (!skop)
1913 {
1914 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1915 return;
1916 }
1917
1918 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1919 change_exp (op, exp_gain, skop->skill, 0);
1920 }
1921
1922 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1923 identify (tmp);
1924
1925 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1926
1927 cast_spell (op, tmp, dir, tmp->inv, NULL);
1928 tmp->decrease ();
1929}
1930
1931/**
1932 * Applies a treasure object - by default, chest. op
1933 * is the person doing the applying, tmp is the treasure
1934 * chest.
1935 */
1936static void
1937apply_treasure (object *op, object *tmp)
1938{
1939 /* Nice side effect of this treasure creation method is that the treasure
1940 * for the chest is done when the chest is created, and put into the chest
1941 * inventory. So that when the chest burns up, the items still exist. Also
1942 * prevents people from moving chests to more difficult maps to get better
1943 * treasure
1944 */
1945 object *treas = tmp->inv;
1946
1947 if (!treas)
1948 {
1949 op->statusmsg ("The chest was empty.");
1950 tmp->decrease ();
1951 return;
1952 }
1953
1954 while (tmp->inv)
1955 {
1956 treas = tmp->inv;
1957 treas->remove ();
1958
1959 treas->x = op->x;
1960 treas->y = op->y;
1961 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1962
1963 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1964 spring_trap (treas, op);
1965
1966 /* If either player or container was destroyed, no need to do
1967 * further processing. I think this should be enclused with
1968 * spring trap above, as I don't think there is otherwise
1969 * any way for the treasure chest or player to get killed.
1970 */
1971 if (op->destroyed () || tmp->destroyed ())
1972 break;
1973 }
1974
1975 if (!tmp->destroyed () && !tmp->inv)
1976 tmp->decrease (true);
1977}
1978
1979/**
1980 * A dragon is eating some flesh. If the flesh contains resistances,
1981 * there is a chance for the dragon's skin to get improved.
1982 *
1983 * attributes:
1984 * object *op the object (dragon player) eating the flesh
1985 * object *meal the flesh item, getting chewed in dragon's mouth
1986 * return:
1987 * int 1 if eating successful, 0 if it doesn't work
1988 */
1989static int
1990dragon_eat_flesh (object *op, object *meal)
1991{
1992 object *skin = NULL; /* pointer to dragon skin force */
1993 object *abil = NULL; /* pointer to dragon ability force */
1994 object *tmp = NULL; /* tmp. object */
1995
1996 double chance; /* improvement-chance of one resistance type */
1997 double totalchance = 1; /* total chance of gaining one resistance */
1998 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1999 double mbonus = 0; /* monster bonus */
2000 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2001 int winners = 0; /* number of winners */
2002 int i; /* index */
2003
2004 /* let's make sure and doublecheck the parameters */
2005 if (meal->type != FLESH || !op->is_dragon ())
2006 return 0;
2007
2008 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2009 from the player's inventory */
2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2011 if (tmp->type == FORCE)
2012 if (tmp->arch->archname == shstr_dragon_skin_force)
2013 skin = tmp;
2014 else if (tmp->arch->archname == shstr_dragon_ability_force)
2015 abil = tmp;
2016
2017 /* if either skin or ability are missing, this is an old player
2018 which is not to be considered a dragon -> bail out */
2019 if (skin == NULL || abil == NULL)
2020 return 0;
2021
2022 /* now start by filling stomache and health, according to food-value */
2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2025 else
2026 op->stats.hp += meal->stats.food / 50;
2027
2028 min_it (op->stats.hp, op->stats.maxhp);
2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2030
2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2032
2033 /* on to the interesting part: chances for adding resistance */
2034 for (i = 0; i < NROFATTACKS; i++)
2035 {
2036 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2037 {
2038 /* got positive resistance, now calculate improvement chance (0-100) */
2039
2040 /* this bonus makes resistance increase easier at lower levels */
2041 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2042 if (i == abil->stats.exp)
2043 bonus += 5; /* additional bonus for resistance of ability-focus */
2044
2045 /* monster bonus increases with level, because high-level
2046 flesh is too rare */
2047 mbonus = op->level * 20. / ((double) settings.max_level);
2048
2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2050 ((double)settings.max_level)) - skin->resist[i];
2051
2052 if (chance >= 0.)
2053 chance += 1.;
2054 else
2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2056
2057 /* chance is proportional to amount of resistance (max. 50) */
2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2059
2060 /* doubled chance for resistance of ability-focus */
2061 if (i == abil->stats.exp)
2062 chance = min (100., chance * 2.);
2063
2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2065 if (rndm (10000) < (unsigned int)(chance * 100))
2066 {
2067 atnr_winner[winners] = i;
2068 winners++;
2069 }
2070
2071 if (chance >= 0.01)
2072 totalchance *= 1 - chance / 100;
2073
2074 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2075 }
2076 }
2077
2078 /* inverse totalchance as until now we have the failure-chance */
2079 totalchance = 100 - totalchance * 100;
2080
2081 /* print message according to totalchance */
2082 const char *buf;
2083 if (totalchance > 50.)
2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2085 else if (totalchance > 10.)
2086 buf = format ("The %s tasted very good.", &meal->name);
2087 else if (totalchance > 1.)
2088 buf = format ("The %s tasted good.", &meal->name);
2089 else if (totalchance > 0.1)
2090 buf = format ("The %s tasted bland.", &meal->name);
2091 else if (totalchance >= 0.01)
2092 buf = format ("The %s had a boring taste.", &meal->name);
2093 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2094 buf = format ("The %s tasted strange.", &meal->name);
2095 else
2096 buf = format ("The %s had no taste.", &meal->name);
2097
2098 op->statusmsg (buf);
2099
2100 /* now choose a winner if we have any */
2101 i = -1;
2102 if (winners > 0)
2103 i = atnr_winner [rndm (winners)];
2104
2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2106 {
2107 /* resistance increased! */
2108 skin->resist[i]++;
2109 op->update_stats ();
2110
2111 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2112 }
2113
2114 /* if this flesh contains a new ability focus, we mark it
2115 into the ability_force and it will take effect on next level */
2116 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2117 {
2118 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2119
2120 if (meal->last_eat != abil->stats.exp)
2121 op->statusmsg (format (
2122 "Your metabolism prepares to focus on %s!\n"
2123 "The change will happen at level %d.",
2124 change_resist_msg[meal->last_eat],
2125 abil->level + 1
2126 ));
2127 else
2128 {
2129 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2130 abil->last_eat = 0;
2131 }
2132 }
2133
2134 return 1;
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = MAX_FOOD - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 min_it (op->stats.hp, op->stats.maxhp);
2198 min_it (op->stats.food, MAX_FOOD);
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 will try to apply a lighter and in case no lighter
2273 * is specified it will try to find a lighter in the players inventory,
2274 * and inform him about this requirement.
2275 *
2276 * who - the player
2277 * op - the item we want to light
2278 * lighter - the lighter or 0 if a lighter has yet to be found
2279 */
2280static object *
2281auto_apply_lighter (object *who, object *op, object *lighter)
2282{
2283 if (lighter == 0)
2284 {
2285 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2286 {
2287 if (tmp->type == LIGHTER)
2288 {
2289 lighter = tmp;
2290 break;
2291 }
2292 }
2293
2294 if (!lighter)
2295 {
2296 who->failmsg (format (
2297 "You can't light up the %s with your bare hands! "
2298 "H<You need a lighter in your inventory, for example a flint and steel.>",
2299 &op->name));
2300 return 0;
2301 }
2302 }
2303
2304 // last_eat == 0 means the lighter is not being used up!
2305 if (lighter->last_eat && lighter->stats.food)
2306 {
2307 /* lighter gets used up */
2308 lighter = lighter->split ();
2309 lighter->stats.food--;
2310 who->insert (lighter);
2311 }
2312 else if (lighter->last_eat)
2313 {
2314 /* no charges left in lighter */
2315 who->failmsg (format (
2316 "You attempt to light the %s with a used up %s.",
2317 &op->name, &lighter->name));
2318 return 0;
2319 }
2320
2321 return lighter;
2322}
2323
2324/**
2325 * Designed primarily to light torches/lanterns/etc.
2326 * Also burns up burnable material too. First object in the inventory is
2327 * the selected object to "burn". -b.t.
2328 */
2329static void
2330apply_lighter (object *who, object *lighter)
2331{
2332 object *item;
2333 int is_player_env = 0;
2334
2335 item = find_marked_object (who);
2336 if (item)
2337 {
2338 if (!auto_apply_lighter (who, item, lighter))
2339 return;
2340
2341 /* Perhaps we should split what we are trying to light on fire?
2342 * I can't see many times when you would want to light multiple
2343 * objects at once.
2344 */
2345
2346 save_throw_object (item, AT_FIRE, who);
2347
2348 if (item->destroyed ()
2349 || ((item->type == LAMP || item->type == TORCH)
2350 && item->glow_radius > 0))
2351 who->statusmsg (format (
2352 "You light the %s with the %s.",
2353 &item->name, &lighter->name));
2354 else
2355 who->failmsg (format (
2356 "You attempt to light the %s with the %s and fail.",
2357 &item->name, &lighter->name));
2358 }
2359 else
2360 who->failmsg ("You need to mark a lightable object.");
2361}
2362
2363/**
2364 * This function generates a cursed effect for cursed lamps and torches.
2365 */
2366static void
2367player_apply_lamp_cursed_effect (object *who, object *op)
2368{
2369 if (op->level)
2370 {
2371 who->failmsg (format (
2372 "The %s was cursed, it explodes in a big fireball!",
2373 &op->name));
2374 create_exploding_ball_at (who, op->level);
2375 }
2376 else
2377 {
2378 who->failmsg (format (
2379 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2380 &op->name));
2381 }
2382
2383 op->destroy ();
2384}
2385
2386/**
2387 * Apply for players and lamps
2388 *
2389 * who - the player
2390 * op - the lamp
2391 */
2392static void
2393player_apply_lamp (object *who, object *op)
2394{
2395 bool switch_on = op->glow_radius ? false : true;
2396
2397 if (switch_on)
2398 {
2399 object *lighter = 0;
2400
2401 if (op->flag [FLAG_IS_LIGHTABLE]
2402 && !(lighter = auto_apply_lighter (who, op, 0)))
2403 return;
2404
2405 if (op->stats.food < 1)
2406 {
2407 if (op->type == LAMP)
2408 who->failmsg (format (
2409 "The %s is out of fuel! "
2410 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2411 &op->name));
2412 else
2413 who->failmsg (format (
2414 "The %s is burnt out! "
2415 "H<Torches and similar items burn out and become worthless.>",
2416 &op->name));
2417 return;
2418 }
2419
2420 if (op->flag [FLAG_CURSED])
2421 {
2422 player_apply_lamp_cursed_effect (who, op);
2423 return;
2424 }
2425
2426 if (lighter)
2427 who->statusmsg (format (
2428 "You light up the %s with the %s.", &op->name, &lighter->name));
2429 else
2430 who->statusmsg (format ("You light up the %s.", &op->name));
2431 }
2432 else
2433 {
2434 if (op->flag [FLAG_CURSED])
2435 {
2436 player_apply_lamp_cursed_effect (who, op);
2437 return;
2438 }
2439
2440 if (op->type == TORCH)
2441 {
2442 if (!op->flag [FLAG_IS_LIGHTABLE])
2443 {
2444 who->statusmsg (format (
2445 "You put out the %s. "
2446 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2447 &op->name, &op->name));
2448 }
2449 else
2450 who->statusmsg (format (
2451 "You put out the %s."
2452 "H<Torches wear out if you put them out.>",
2453 &op->name));
2454 }
2455 else
2456 who->statusmsg (format ("You turn off the %s.", &op->name));
2457 }
2458
2459 apply_lamp (op, switch_on);
2460}
2461
2462void get_animation_from_arch (object *op, arch_ptr a)
2463{
2464 op->animation_id = a->animation_id;
2465 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2466 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2467 op->anim_speed = a->anim_speed;
2468 op->last_anim = 0;
2469 op->state = 0;
2470 op->face = a->face;
2471
2472 if (NUM_ANIMATIONS(op) > 1)
2473 {
2474 SET_ANIMATION(op, 0);
2475 animate_object (op, op->direction);
2476 }
2477 else
2478 update_object (op, UP_OBJ_FACE);
2479}
2480
2481/**
2482 * Apply for LAMPs and TORCHes.
2483 *
2484 * op - the lamp
2485 * switch_on - a flag which says whether the lamp should be switched on or off
2486 */
2487void apply_lamp (object *op, bool switch_on)
2488{
2489 op->set_glow_radius (switch_on ? op->range : 0);
2490 op->set_speed (switch_on ? op->arch->speed : 0);
2491
2492 // torches wear out if you put them out
2493 if (op->type == TORCH && !switch_on)
2494 {
2495 if (op->flag [FLAG_IS_LIGHTABLE])
2496 {
2497 op->stats.food -= (double) op->arch->stats.food / 15;
2498 if (op->stats.food < 0)
2499 op->stats.food = 0;
2500 }
2501 else
2502 op->stats.food = 0;
2503 }
2504
2505 // lamps and torched get worthless when used up
2506 if (op->stats.food <= 0)
2507 op->value = 0;
2508
2509 // FIXME: This is a hack to make the more sane torches and lamps
2510 // still animated ;-/
2511 if (op->other_arch)
2512 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2513
2514 if (object *pl = op->visible_to ())
2515 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2516}
2517
2518/**
2519 * This handles items of type 'transformer'.
2520 * Basically those items, used with a marked item, transform both items into something
2521 * else.
2522 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2523 * Change information is contained in the 'slaying' field of the marked item.
2524 * The format is as follow: transformer:[number ]yield[;transformer:...].
2525 * This way an item can be transformed in many things, and/or many objects.
2526 * The 'slaying' field for transformer is used as verb for the action.
2527 */
2528static void
2529apply_item_transformer (object *pl, object *transformer)
2530{
2531 object *marked;
2532 object *new_item;
2533 const char *find;
2534 char *separator;
2535 int yield;
2536 char got[MAX_BUF];
2537 int len;
2538
2539 if (!pl || !transformer)
2540 return;
2541
2542 marked = find_marked_object (pl);
2543
2544 if (!marked)
2545 {
2546 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2547 return;
2548 }
2549
2550 if (!marked->slaying)
2551 {
2552 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2553 return;
2554 }
2555
2556 /* check whether they are compatible or not */
2557 find = strstr (&marked->slaying, transformer->arch->archname);
2558 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2559 {
2560 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2561 return;
2562 }
2563
2564 find += strlen (transformer->arch->archname) + 1;
2565 /* Item can be used, now find how many and what it yields */
2566 if (isdigit (*(find)))
2567 {
2568 yield = atoi (find);
2569 if (yield < 1)
2570 {
2571 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2572 yield = 1;
2573 }
2574 }
2575 else
2576 yield = 1;
2577
2578 while (isdigit (*find))
2579 find++;
2580
2581 while (*find == ' ')
2582 find++;
2583
2584 memset (got, 0, MAX_BUF);
2585
2586 if ((separator = (char *) strchr (find, ';')))
2587 len = separator - find;
2588 else
2589 len = strlen (find);
2590
2591 min_it (len, MAX_BUF - 1);
2592
2593 strcpy (got, find);
2594 got[len] = '\0';
2595
2596 /* Now create new item, remove used ones when required. */
2597 new_item = get_archetype (got);
2598 if (!new_item)
2599 {
2600 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2601 return;
2602 }
2603
2604 new_item->nrof = yield;
2605
2606 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2607
2608 pl->insert (new_item);
2609 /* Eat up one item */
2610 marked->decrease ();
2611
2612 /* Eat one transformer if needed */
2613 if (transformer->stats.food)
2614 if (--transformer->stats.food == 0)
2615 transformer->decrease ();
2616}
2617
2618/**
2619 * Main apply handler.
2620 *
2621 * Checks for unpaid items before applying.
2622 *
2623 * Return value:
2624 * 0: player or monster can't apply objects of that type
2625 * 1: has been applied, or there was an error applying the object
2626 * 2: objects of that type can't be applied if not in inventory
2627 *
2628 * who is the object that is causing object to be applied, op is the object
2629 * being applied.
2630 *
2631 * aflag is special (always apply/unapply) flags. Nothing is done with
2632 * them in this function - they are passed to apply_special
2633 */
2634int
2635manual_apply (object *who, object *op, int aflag)
2636{
2637 op = op->head_ ();
2638
2639 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2640 {
2641 if (who->type == PLAYER)
2642 {
2643 examine (who, op);
2644 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2645 return 1;
2646 }
2647 else
2648 return 0; /* monsters just skip unpaid items */
2649 }
2650
2651 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2652 return RESULT_INT (0);
2653
2654 switch (op->type)
2655 {
2656 case T_HANDLE:
2657 who->play_sound (sound_find ("turn_handle"));
2658 who->statusmsg ("You turn the handle.");
2659 op->value = op->value ? 0 : 1;
2660 SET_ANIMATION (op, op->value);
2661 update_object (op, UP_OBJ_FACE);
2662 push_button (op, who);
2663 return 1;
2664
2665 case TRIGGER:
2666 if (check_trigger (op, who, who))
2667 {
2668 who->statusmsg ("You turn the handle.");
2669 who->play_sound (sound_find ("turn_handle"));
2670 }
2671 else
2672 who->failmsg ("The handle doesn't move.");
2673
2674 return 1;
2675
2676 case EXIT:
2677 if (who->type != PLAYER)
2678 return 0;
2679
2680 if (!EXIT_PATH (op))
2681 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)));
2682 else
2683 {
2684 /* Don't display messages for random maps. */
2685 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2686 who->statusmsg (op->msg, NDI_NAVY);
2687
2688 who->enter_exit (op);
2689 }
2690
2691 return 1;
2692
2693 case INSCRIBABLE:
2694 who->statusmsg (op->msg);
2695 // maybe show a spell menu to chose from or something like that
2696 return 1;
2697
2698 case SIGN:
2699 apply_sign (who, op, 0);
2700 return 1;
2701
2702 case BOOK:
2703 if (who->type == PLAYER)
2704 {
2705 apply_book (who, op);
2706 return 1;
2707 }
2708 else
2709 return 0;
2710
2711 case SKILLSCROLL:
2712 if (who->type == PLAYER)
2713 {
2714 apply_skillscroll (who, op);
2715 return 1;
2716 }
2717 else
2718 return 0;
2719
2720 case SPELLBOOK:
2721 if (who->type == PLAYER)
2722 {
2723 apply_spellbook (who, op);
2724 return 1;
2725 }
2726 else
2727 return 0;
2728
2729 case SCROLL:
2730 apply_scroll (who, op, 0);
2731 return 1;
2732
2733 case POTION:
2734 apply_potion (who, op);
2735 return 1;
2736
2737 /* Eneq(@csd.uu.se): Handle apply on containers. */
2738 //TODO: remove, as it is unsed?
2739 case CLOSE_CON:
2740 apply_container (who, op->env);
2741 return 1;
2742
2743 case CONTAINER:
2744 apply_container (who, op);
2745 return 1;
2746
2747 case TREASURE:
2748 if (who->type == PLAYER)
2749 {
2750 apply_treasure (who, op);
2751 return 1;
2752 }
2753 else
2754 return 0;
2755
2756 case LAMP:
2757 case TORCH:
2758 player_apply_lamp (who, op);
2759 return 1;
2760
2761 case WEAPON:
2762 case ARMOUR:
2763 case BOOTS:
2764 case GLOVES:
2765 case AMULET:
2766 case GIRDLE:
2767 case BRACERS:
2768 case SHIELD:
2769 case HELMET:
2770 case RING:
2771 case CLOAK:
2772 case WAND:
2773 case ROD:
2774 case HORN:
2775 case SKILL:
2776 case SPELL:
2777 case BOW:
2778 case RANGED:
2779 case BUILDER:
2780 case SKILL_TOOL:
2781 if (op->env != who)
2782 return 2; /* not in inventory */
2783
2784 apply_special (who, op, aflag);
2785 return 1;
2786
2787 case DRINK:
2788 case FOOD:
2789 case FLESH:
2790 apply_food (who, op);
2791 return 1;
2792
2793 case POISON:
2794 apply_poison (who, op);
2795 return 1;
2796
2797 case SAVEBED:
2798 return 1;
2799
2800 case ARMOUR_IMPROVER:
2801 if (who->type == PLAYER)
2802 {
2803 apply_armour_improver (who, op);
2804 return 1;
2805 }
2806 else
2807 return 0;
2808
2809 case WEAPON_IMPROVER:
2810 check_improve_weapon (who, op);
2811 return 1;
2812
2813 case CLOCK:
2814 if (who->type == PLAYER)
2815 {
2816 char buf[MAX_BUF];
2817 timeofday_t tod;
2818
2819 get_tod (&tod);
2820 who->play_sound (sound_find ("sound_clock"));
2821 who->statusmsg (format (
2822 "It is %d minute%s past %d o'clock %s",
2823 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2824 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2825 ));
2826 return 1;
2827 }
2828 else
2829 return 0;
2830
2831 case MENU:
2832 if (who->type == PLAYER)
2833 {
2834 shop_listing (op, who);
2835 return 1;
2836 }
2837 else
2838 return 0;
2839
2840 case POWER_CRYSTAL:
2841 apply_power_crystal (who, op); /* see egoitem.c */
2842 return 1;
2843
2844 case LIGHTER: /* for lighting torches/lanterns/etc */
2845 if (who->type == PLAYER)
2846 {
2847 apply_lighter (who, op);
2848 return 1;
2849 }
2850 else
2851 return 0;
2852
2853 case ITEM_TRANSFORMER:
2854 apply_item_transformer (who, op);
2855 return 1;
2856
2857 default:
2858 return 0;
2859 }
2860}
2861
2862/* quiet suppresses the "don't know how to apply" and "you must get it first"
2863 * messages as needed by player_apply_below(). But there can still be
2864 * "but you are floating high above the ground" messages.
2865 *
2866 * Same return value as apply() function.
2867 */
2868int
2869player_apply (object *pl, object *op, int aflag, int quiet)
2870{
2871 if (!op->env && (pl->move_type & MOVE_FLYING))
2872 {
2873 /* player is flying and applying object not in inventory */
2874 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2875 {
2876 pl->failmsg ("But you are floating high above the ground! "
2877 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2878 "or waiting till the levitation effect wears off.>");
2879 return 0;
2880 }
2881 }
2882
2883 pl->contr->last_used = op;
2884
2885 int tmp = manual_apply (pl, op, aflag);
2886
2887 if (!quiet)
2888 {
2889 if (tmp == 0)
2890 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2891 else if (tmp == 2)
2892 pl->failmsg ("You must get it first!\n");
2893 }
2894
2895 return tmp;
2896}
2897
2898/**
2899 * player_apply_below attempts to apply the object 'below' the player.
2900 * If the player has an open container, we use that for below, otherwise
2901 * we use the ground.
2902 */
2903void
2904player_apply_below (object *pl)
2905{
2906 int floors = 0;
2907
2908 /* If using a container, set the starting item to be the top
2909 * item in the container. Otherwise, use the map.
2910 * This is perhaps more complicated. However, I want to make sure that
2911 * we don't use a corrupt pointer for the next object, so we get the
2912 * next object in the stack before applying. This is can only be a
2913 * problem if player_apply() has a bug in that it uses the object but does
2914 * not return a proper value.
2915 */
2916 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2917 {
2918 next = tmp->below;
2919
2920 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2921 floors++;
2922 else if (floors > 0)
2923 return; /* process only floor objects after first floor object */
2924
2925 /* If it is visible, player can apply it. If it is applied by
2926 * person moving on it, also activate. Added code to make it
2927 * so that at least one of players movement types be that which
2928 * the item needs.
2929 */
2930 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2931 if (player_apply (pl, tmp, 0, 1) == 1)
2932 return;
2933
2934 if (floors >= 2)
2935 return; /* process at most two floor objects */
2936 }
2937}
2938
2939/**
2940 * Unapplies specified item. 1030 * Unapplies specified item.
2941 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2942 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2943 * 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.
2944 */ 1034 */
2945static int 1035static bool
2946unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2947{ 1037{
2948 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))
2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2950 return RESULT_INT (0); 1040 return RESULT_INT (0);
2957 switch (op->type) 1047 switch (op->type)
2958 { 1048 {
2959 case SKILL: 1049 case SKILL:
2960 if (player *pl = who->contr) 1050 if (player *pl = who->contr)
2961 if (op->invisible) 1051 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2963 else 1053 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op))); 1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965 1055
2966 change_abil (who, op); 1056 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false; 1057 who->flag [FLAG_READY_SKILL] = false;
2973 who->flag [FLAG_READY_WEAPON] = false; 1063 who->flag [FLAG_READY_WEAPON] = false;
2974 1064
2975 // unapplying a weapon or skill tool should also unapply the skill it governs 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
2976 // 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
2977 // be used for other reasons 1067 // be used for other reasons
1068 //TODO: really?
2978 if (who->chosen_skill) 1069 if (who->chosen_skill)
2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2980 unapply_special (who, op, 0); 1071 unapply_special (who, who->chosen_skill, 0);
2981 1072
2982 break; 1073 break;
2983 1074
1075 case RANGED:
2984 case BOW: 1076 case BOW:
2985 case WAND: 1077 case WAND:
2986 case ROD: 1078 case ROD:
2987 case HORN: 1079 case HORN:
2988 case RANGED:
2989 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
2990 { 1081 {
2991 who->statusmsg (format ("You unready %s.", query_name (op))); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 change_abil (who, op); 1083 change_abil (who, op);
2993 } 1084 }
2994 else 1085 else
2995 { 1086 {
2996 who->change_skill (0);
2997
2998 if (op->type == BOW) 1087 if (op->type == BOW)
2999 op->flag [FLAG_READY_BOW ] = false; 1088 op->flag [FLAG_READY_BOW ] = false;
3000 else 1089 else
3001 op->flag [FLAG_READY_RANGE] = false; 1090 op->flag [FLAG_READY_RANGE] = false;
3002 } 1091 }
3032 if (object *pl = op->visible_to ()) 1121 if (object *pl = op->visible_to ())
3033 esrv_send_item (pl, op); 1122 esrv_send_item (pl, op);
3034 1123
3035 who->update_stats (); 1124 who->update_stats ();
3036 1125
3037 return 0; 1126 return 1;
3038} 1127}
3039 1128
3040/** 1129/**
3041 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
3042 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
3054static object * 1143static object *
3055get_next_item_from_body_location (int loc, object *start) 1144get_next_item_from_body_location (int loc, object *start)
3056{ 1145{
3057 for (object *tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
3058 if (tmp->flag [FLAG_APPLIED] 1147 if (tmp->flag [FLAG_APPLIED]
3059 && tmp->slot[loc].info 1148 && tmp->slot [loc].info
3060 && (!tmp->invisible || tmp->type == SKILL)) 1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3061 return tmp; 1150 return tmp;
3062 1151
3063 return 0; 1152 return 0;
3064} 1153}
3065 1154
3078#define CANNOT_REMOVE_CURSED \ 1167#define CANNOT_REMOVE_CURSED \
3079 "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. " \
3080 "Praying over an altar, scrolls of remove curse/damnation, " \ 1169 "Praying over an altar, scrolls of remove curse/damnation, " \
3081 "priests or even other players might help.>" 1170 "priests or even other players might help.>"
3082 1171
3083static int 1172static bool
3084unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3085{ 1174{
3086 if (op->is_range ()) 1175 if (op->is_range ())
3087 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3088 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3089 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]))
3090 { 1179 {
3091 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3092 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3093 else 1182 else
3094 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3097 { 1186 {
3098 /* 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.
3099 * 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
3100 * at least generate the message. 1189 * at least generate the message.
3101 */ 1190 */
3102 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));
3103 return 1; 1192 return 1;
3104 } 1193 }
3105 1194
3106 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3107 { 1196 {
3127#endif 1216#endif
3128 return 1; 1217 return 1;
3129 } 1218 }
3130 1219
3131 /* 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 */
3132 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])))
3133 { 1222 {
3134 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3135 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3136 else 1225 else
3137 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3141 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3142 * 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,
3143 * 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
3144 * one cursed ring.) 1233 * one cursed ring.)
3145 */ 1234 */
3146 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));
3147 } 1236 }
3148 1237
3149 last = tmp->below; 1238 last = tmp->below;
3150 } 1239 }
3151 /* 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
3210 continue; 1299 continue;
3211 } 1300 }
3212 1301
3213 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3214 if (!tmp1) 1303 if (!tmp1)
3215 {
3216#if 0
3217 /* This is sort of an error, but happens a lot when old players
3218 * join in with more stuff equipped than they are now allowed.
3219 */
3220 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3221#endif
3222 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3223 }
3224 else 1305 else
3225 { 1306 {
3226 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3227 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3228 * to apply multiple objects 1309 * to apply multiple objects
3257 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3258 * 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,
3259 * 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
3260 * all use the same location. 1341 * all use the same location.
3261 */ 1342 */
3262 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3263 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
3264 1345
3265 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3266 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3267 1348
3268 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3269 { 1350 {
3270 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])
3271 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3272 1353
3273 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3274 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3275 1356
3276 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3277 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
3278 1359
3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3280 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3281 } 1362 }
3282 1363
3283 return retval; 1364 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3298} 1365}
3299 1366
3300/** 1367/**
3301 * who is the object using the object. It can be a monster. 1368 * who is the object using the object. It can be a monster.
3302 * op is the object they are using. op is an equipment type item, 1369 * op is the object they are using. op is an equipment type item,
3322 */ 1389 */
3323 1390
3324#define LACK_ITEM_POWER \ 1391#define LACK_ITEM_POWER \
3325 " 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.>"
3326 1393
3327int 1394static bool
3328apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3329{ 1396{
3330 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3331 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3332
3333 if (who == NULL)
3334 {
3335 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1;
3337 }
3338
3339 if (op->env != who)
3340 return 1; /* op is not in inventory */
3341 1399
3342 /* trying to unequip op */ 1400 /* trying to unequip op */
3343 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3344 { 1402 {
3345 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3346 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3347 return 0; 1405 return 0;
3348 1406
3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3350 {
3351 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3352 return 1;
3353 }
3354
3355 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
3356 } 1408 }
3357 else if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
3358 return 0; 1410 return 0;
3359 1411
3362 /* 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 */
3363 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
3364 { 1416 {
3365 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
3366 { 1418 {
3367 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));
3368 return 1; 1420 return 1;
3369 } 1421 }
3370 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
3371 { 1423 {
3372 who->failmsg (format ( 1424 who->failmsgf (
3373 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
3374 "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.>",
3375 query_name (op) 1427 query_name (op)
3376 )); 1428 );
3377 return 1; 1429 return 1;
3378 } 1430 }
3379 1431
3380 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3381 { 1433 {
3402 // try to ready attached skill first 1454 // try to ready attached skill first
3403 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
3404 1456
3405 if (!skop) 1457 if (!skop)
3406 { 1458 {
3407 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);
3408 return 1; 1460 return 1;
3409 } 1461 }
3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON)) 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3411 { 1463 {
3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill)); 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3413 return 1; 1465 return 1;
3414 } 1466 }
3415 } 1467 }
3416 1468
3417 if (!check_item_power (who, op->item_power)) 1469 if (!check_item_power (who, op->item_power))
3446 1498
3447 op->flag [FLAG_APPLIED] = true; 1499 op->flag [FLAG_APPLIED] = true;
3448 1500
3449 if (player *pl = who->contr) 1501 if (player *pl = who->contr)
3450 { 1502 {
3451 who->current_weapon = pl->combat_ob = op;
3452 who->statusmsg (format ("You wield %s.", query_name (op))); 1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op); 1504 change_abil (who, op);
3454 } 1505 }
3455 else
3456 who->change_skill (skop);
3457 1506
3458 op->flag [FLAG_READY_WEAPON] = true; 1507 op->flag [FLAG_READY_WEAPON] = true;
3459 break; 1508 break;
3460 1509
3461 case ARMOUR: 1510 case ARMOUR:
3466 case GIRDLE: 1515 case GIRDLE:
3467 case BRACERS: 1516 case BRACERS:
3468 case CLOAK: 1517 case CLOAK:
3469 case RING: 1518 case RING:
3470 case AMULET: 1519 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3472 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 change_abil (who, op); 1522 change_abil (who, op);
3474 break; 1523 break;
3475 1524
3476 case SKILL_TOOL: 1525 case SKILL_TOOL:
3477 // applying a skill tool does not ready the skill 1526 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself 1527 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though 1528 //TODO: unapplying should unapply the skill, though
3480 SET_FLAG (op, FLAG_APPLIED); 1529 op->set_flag (FLAG_APPLIED);
3481 break; 1530 break;
3482 1531
3483 case SKILL: 1532 case SKILL:
3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3485 {
3486 who->failmsg (format (
3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3489 &op->skill
3490 ));
3491 if (tmp) who->insert (tmp);
3492 return 1;
3493 }
3494
3495 if (player *pl = who->contr) 1533 if (who->contr)
3496 {
3497 if (skill_flags [op->subtype] & SF_COMBAT)
3498 who->current_weapon = pl->combat_ob = op;
3499
3500 if (skill_flags [op->subtype] & SF_RANGED)
3501 who->current_weapon = pl->ranged_ob = op;
3502
3503 if (op->invisible) 1534 if (op->invisible)
3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3505 else 1536 else
3506 who->statusmsg (format ( 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3512 }
3513 1538
3514 SET_FLAG (who, FLAG_READY_SKILL); 1539 who->set_flag (FLAG_READY_SKILL);
3515 SET_FLAG (op, FLAG_APPLIED); 1540 op->set_flag (FLAG_APPLIED);
3516 change_abil (who, op); 1541 change_abil (who, op);
3517 break; 1542 break;
3518 1543
3519 case BOW: 1544 case BOW:
3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) 1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3526 } 1551 }
3527 1552
3528 if (player *pl = who->contr) 1553 if (player *pl = who->contr)
3529 { 1554 {
3530 op->flag [FLAG_APPLIED] = true; 1555 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op))); 1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op); 1557 change_abil (who, op);
3534 } 1558 }
3535 break; 1559 break;
3536 1560
3537 case RANGED: 1561 case RANGED:
3538 if (player *pl = who->contr) 1562 if (player *pl = who->contr)
3539 { 1563 {
3540 op->flag [FLAG_APPLIED] = true; 1564 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op))); 1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 } 1566 }
3544 break; 1567 break;
3545 1568
3546 case SPELL: 1569 case SPELL:
3547 if (player *pl = who->contr) 1570 if (player *pl = who->contr)
3548 { 1571 {
3549 op->flag [FLAG_APPLIED] = true; 1572 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op))); 1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 } 1574 }
3553 break; 1575 break;
3554 1576
3555 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
3556 case WAND: 1578 case WAND:
3557 case ROD: 1579 case ROD:
3558 case HORN: 1580 case HORN:
3559 /* check for skill, alter player status */
3560
3561 if (!skop)
3562 {
3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3565 return 1;
3566 }
3567
3568 op->flag [FLAG_APPLIED] = true; 1581 op->flag [FLAG_APPLIED] = true;
3569 1582
3570 if (player *pl = who->contr) 1583 if (player *pl = who->contr)
3571 { 1584 {
3572 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3574 1586
3575 if (op->type == BOW) 1587 if (op->type == BOW)
3576 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)));
3577 1589
3578 change_abil (who, op); 1590 change_abil (who, op);
3579 } 1591 }
3580 else 1592 else
3581 { 1593 {
3582 who->change_skill (skop);
3583
3584 if (op->type == BOW) 1594 if (op->type == BOW)
3585 op->flag [FLAG_READY_BOW ] = true; 1595 op->flag [FLAG_READY_BOW ] = true;
3586 else 1596 else
3587 op->flag [FLAG_READY_RANGE] = true; 1597 op->flag [FLAG_READY_RANGE] = true;
3588 } 1598 }
3590 break; 1600 break;
3591 1601
3592 case BUILDER: 1602 case BUILDER:
3593 if (player *pl = who->contr) 1603 if (player *pl = who->contr)
3594 { 1604 {
3595 who->current_weapon = pl->ranged_ob = op;
3596 who->statusmsg (format ("You ready your %s.", query_name (op))); 1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
3597 //TODO: change_abil? 1606 //TODO: change_abil?
3598 } 1607 }
3599 break; 1608 break;
3600 1609
3601 default: 1610 default:
3602 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3603 } 1612 }
3604 1613
3605 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3606 1615
3607 if (tmp) who->insert (tmp); 1616 if (tmp) who->insert (tmp);
3608 1617
3609 who->update_stats (); 1618 who->update_stats ();
3610 1619
3611 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 1622 * you don't know anything about them.
3614 */ 1623 */
3615 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)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3617 1626
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3619 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3620 { 1629 {
3621 who->failmsg ( 1630 who->failmsg (
3622 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
3623 "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.>"
3624 ); 1633 );
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
3626 } 1635 }
3627 1636
3628 if (object *pl = op->visible_to ()) 1637 if (object *pl = op->visible_to ())
3629 esrv_send_item (pl, op); 1638 esrv_send_item (pl, op);
3630 1639
3631 return 0; 1640 return 0;
1641}
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 */
1647int
1648should_director_abort (object *op, object *victim)
1649{
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)))
1682 return 1;
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)
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;
3632} 3715}
3633 3716
3634/** 3717/**
3635 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3636 * 3719 *
3637 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3638 */ 3721 */
3639int 3722int
3640auto_apply (object *op) 3723auto_apply (object *op)
3641{ 3724{
3642 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3643 int i; 3726 int i;
3644 3727
3645 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3728 op->clr_flag (FLAG_AUTO_APPLY);
3646 3729
3647 switch (op->type) 3730 switch (op->type)
3648 { 3731 {
3649 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3650 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3660 == NULL && --i); 3743 == NULL && --i);
3661 3744
3662 if (tmp == NULL) 3745 if (tmp == NULL)
3663 return 0; 3746 return 0;
3664 3747
3665 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3666 { 3749 {
3667 tmp->destroy (); 3750 tmp->destroy ();
3668 tmp = NULL; 3751 tmp = NULL;
3669 } 3752 }
3670 } 3753 }
3671 while (!tmp); 3754 while (!tmp);
3672 3755
3673 tmp->x = op->x; 3756 tmp->x = op->x;
3674 tmp->y = op->y; 3757 tmp->y = op->y;
3675 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3676 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3677 identify (tmp); 3760 identify (tmp);
3678 break; 3761 break;
3679 3762
3680 case TREASURE: 3763 case TREASURE:
3681 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3682 return 0; 3765 return 0;
3683 3766
3684 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3685 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3686 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);
3724 3807
3725 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3726 { 3809 {
3727 invnext = invtmp->below; 3810 invnext = invtmp->below;
3728 3811
3729 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3730 auto_apply (invtmp); 3813 auto_apply (invtmp);
3731 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3732 { 3815 {
3733 while (invtmp->stats.hp-- > 0) 3816 while (invtmp->stats.hp-- > 0)
3734 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3735 3818
3736 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3737 } 3820 }
3738 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3739 && 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 ())
3740 { 3824 {
3741 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3742 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3743 * treasure again for this object 3827 * treasure again for this object
3744 */ 3828 */
3759 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3760 || 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)
3761 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3762 } 3846 }
3763 3847
3764 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3765 auto_apply (tmp); 3849 auto_apply (tmp);
3766 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 ())
3767 { 3851 {
3768 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3769 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3771 } 3855 }
3772 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3773 { 3857 {
3774 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3775 3859
3776 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3777 tmp->set_speed (0); 3861 tmp->set_speed (0);
3778 } 3862 }
3779 /* 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
3780 * 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
3781 * 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
3870 } 3954 }
3871 3955
3872 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3873 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3874 { 3958 {
3875 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3876 { 3960 {
3877 who->contr->killer = food; 3961 who->contr->killer = food;
3878 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3879 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3880 } 3964 }
3889 } 3973 }
3890 } 3974 }
3891 3975
3892 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3893 { 3977 {
3894 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3895 { 3979 {
3896 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3897 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3898 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3899 who->stats.sp = 0; 3983 who->stats.sp = 0;
3982 pl->animation_id = change->animation_id; 4066 pl->animation_id = change->animation_id;
3983 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3984 } 4068 }
3985 4069
3986 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
3987 /*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); */
3988 if (change->name == shstr_monk) 4072 if (change->name == shstr_monk)
3989 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
3990 4074
3991 break; 4075 break;
3992 } 4076 }
3993 } 4077 }
3994} 4078}

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