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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.245 by root, Tue Apr 6 03:53:29 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
35typedef bitset<NUM_TYPES> types_t;
36
37// these must be in the inventory before they can be applied 35// these must be in the inventory before they can be applied
38 36
39static const struct may_attempt_inv : types_t 37static const struct apply_types_inv_only : typeset
40{ 38{
41 may_attempt_inv () 39 apply_types_inv_only ()
42 { 40 {
43 set (WEAPON); 41 set (WEAPON);
44 set (ARMOUR); 42 set (ARMOUR);
45 set (BOOTS); 43 set (BOOTS);
46 set (GLOVES); 44 set (GLOVES);
59 set (BOW); 57 set (BOW);
60 set (RANGED); 58 set (RANGED);
61 set (BUILDER); 59 set (BUILDER);
62 set (SKILL_TOOL); 60 set (SKILL_TOOL);
63 } 61 }
64} may_attempt_inv; 62} apply_types_inv_only;
65 63
66// these only make sense for the player 64// these only make sense for the player
67 65
68static const struct may_attempt_player : types_t 66static const struct apply_types_player_only : typeset
69{ 67{
70 may_attempt_player () 68 apply_types_player_only ()
71 { 69 {
70 set (TRANSPORT);
72 set (EXIT); 71 set (EXIT);
72 set (BOOK);
73 set (SIGN);
73 set (BOOK); 74 set (BOOK);
74 set (SKILLSCROLL); 75 set (SKILLSCROLL);
75 set (SPELLBOOK); 76 set (SPELLBOOK);
77 set (INSCRIBABLE);
76 set (TREASURE); 78 set (TREASURE);
77 set (SAVEBED); 79 set (SAVEBED);
78 set (ARMOUR_IMPROVER); 80 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER); 81 set (WEAPON_IMPROVER);
80 set (CLOCK); 82 set (CLOCK);
81 set (MENU); 83 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */ 84 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
86 } 85 }
87} may_attempt_player; 86} apply_types_player_only;
88 87
89// applying these _can_ be attempted, others cannot 88// applying these _can_ be attempted, others cannot
90// be applied at all. used by e.g. apply below. 89// be applied at all. used by e.g. apply below.
91 90
92static const struct may_attempt : types_t 91static const struct apply_types : typeset
93{ 92{
94 may_attempt () 93 apply_types ()
95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv) 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
96 { 95 {
97 set (T_HANDLE); 96 set (T_HANDLE);
98 set (TRIGGER); 97 set (TRIGGER);
99 set (SCROLL); 98 set (SCROLL);
100 set (POTION); 99 set (POTION);
107 set (FLESH); 106 set (FLESH);
108 set (POISON); 107 set (POISON);
109 set (POWER_CRYSTAL); 108 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER); 109 set (ITEM_TRANSFORMER);
111 } 110 }
112} may_attempt; 111} apply_types;
113 112
114/**************************************************************************** 113/****************************************************************************
115 * Weapon improvement code follows 114 * Weapon improvement code follows
116 ****************************************************************************/ 115 ****************************************************************************/
117 116
141 if (!item) 140 if (!item)
142 return 0; 141 return 0;
143 142
144 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
145 if (op->arch->archname == item) 144 if (op->arch->archname == item)
146 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
147 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
148 count += op->number_of (); 147 count += op->number_of ();
149 148
150 return count; 149 return count;
151} 150}
152 151
199 if (improver->slaying) 198 if (improver->slaying)
200 { 199 {
201 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
202 if (count < 1) 201 if (count < 1)
203 { 202 {
204 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
205 return 0; 204 return 0;
206 } 205 }
207 } 206 }
208 else 207 else
209 count = 1; 208 count = 1;
252 */ 251 */
253static int 252static int
254prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
255{ 254{
256 int sacrifice_count, i; 255 int sacrifice_count, i;
257 char buf[MAX_BUF];
258 256
259 if (weapon->level != 0) 257 if (weapon->level != 0)
260 { 258 {
261 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
262 return 0; 260 return 0;
291 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
292 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
293 &weapon->name, weapon->level 291 &weapon->name, weapon->level
294 )); 292 ));
295 293
296 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
297 weapon->name = weapon->name_pl = buf;
298 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
299 slot at once! */ 296 slot at once! */
300 improver->decrease (); 297 improver->decrease ();
301 weapon->last_eat = 0; 298 weapon->last_eat = 0;
302 return 1; 299 return 1;
334 { 331 {
335 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
336 return 0; 333 return 0;
337 } 334 }
338 335
339 if (QUERY_FLAG (weapon, FLAG_APPLIED) 336 if (weapon->flag [FLAG_APPLIED]
340 && !check_item_power (op, weapon->item_power + 1)) 337 && !check_item_power (op, weapon->item_power + 1))
341 { 338 {
342 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
343 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
344 "really want to improve it."); 341 "really want to improve it.");
394 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
395 392
396 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
397 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
398 { 395 {
399 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);
400 return 0; 397 return 0;
401 } 398 }
402 399
403 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
404 weapon->item_power++; 401 weapon->item_power++;
426 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
427 */ 424 */
428static int 425static int
429check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
430{ 427{
431 object *otmp;
432
433 if (op->type != PLAYER) 428 if (op->type != PLAYER)
434 return 0; 429 return 0;
435 430
436 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))
437 { 432 {
438 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
439 return 0; 434 return 0;
440 } 435 }
441 436
442 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
443 438
444 if (!otmp) 439 if (!otmp)
445 { 440 {
446 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.>");
447 return 0; 442 return 0;
448 } 443 }
449 444
450 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
451 { 446 {
452 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!");
453 return 0; 454 return 0;
454 } 455 }
455 456
456 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
457 458
483 * changing of physical area right now. 484 * changing of physical area right now.
484 */ 485 */
485static int 486static int
486improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
487{ 488{
488 object *tmp;
489
490 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
491 { 490 {
492 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
493 return 0; 492 return 0;
494 } 493 }
505 } 504 }
506 505
507 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
508 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
509 */ 508 */
510 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
511 510
512 armour->magic++; 511 armour->magic++;
513 512
514 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
515 { 514 {
553 552
554 if (op->type == PLAYER) 553 if (op->type == PLAYER)
555 { 554 {
556 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
557 556
558 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
559 op->update_stats (); 558 op->update_stats ();
560 } 559 }
561 560
562 improver->decrease (); 561 improver->decrease ();
563 562
643 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++)
644 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
645 ob_to_copy = ob; 644 ob_to_copy = ob;
646 645
647 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
648 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
649 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
650 } 649 }
651 else 650 else
652 { 651 {
653 if (!conv_to) 652 if (!conv_to)
666 665
667 if (nr) 666 if (nr)
668 item->nrof *= nr; 667 item->nrof *= nr;
669 668
670 if (converter->flag [FLAG_PRECIOUS]) 669 if (converter->flag [FLAG_PRECIOUS])
671 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
672 671
673 if (converter->is_in_shop ()) 672 if (converter->is_in_shop ())
674 { 673 {
675 // 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
676 // and report in case someone still does it. 675 // and report in case someone still does it.
677 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",
678 converter->debug_desc ()); 677 converter->debug_desc ());
679 SET_FLAG (item, FLAG_UNPAID); 678 item->set_flag (FLAG_UNPAID);
680 } 679 }
681 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
682 { 681 {
683 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",
684 &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);
688 */ 687 */
689 } 688 }
690 689
691 // 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
692 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
693 if (need_identify (item)) 692 if (item->need_identify ())
694 identify (item); 693 identify (item);
695 694
696 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
697 return 1; 697 return 1;
698} 698}
699 699
700/** 700/**
701 * Handle apply on containers. 701 * Handle apply on containers.
732 op->close_container (); 732 op->close_container ();
733 return 1; 733 return 1;
734 } 734 }
735 else if (!sack->env) 735 else if (!sack->env)
736 { 736 {
737 // 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.
738 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));
739 return 1; 741 return 1;
740 } 742 }
743 }
741 744
742 // fall through to opening it (active in inv) 745 // it's locked?
746 if (sack->slaying)
743 } 747 {
744 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])
745 { 762 {
746 // 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
747 op->close_container (); 764 op->close_container ();
748 sack->flag [FLAG_APPLIED] = 1; 765 sack->flag [FLAG_APPLIED] = true;
749 esrv_update_item (UPD_FLAGS, op, sack); 766 esrv_update_item (UPD_FLAGS, op, sack);
750 op->statusmsg (format ("You ready %s.", query_name (sack))); 767 op->statusmsg (format ("You ready %s.", query_name (sack)));
751 return 1;
752 }
753
754 // it's locked?
755 if (sack->slaying)
756 { 768 }
757 if (object *tmp = find_key (op, op, sack))
758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
759 else 769 else
760 {
761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
762 return 1;
763 }
764 }
765
766 op->open_container (sack); 770 op->open_container (sack);
767 771
768 return 1; 772 return 1;
769} 773}
770 774
771/** 775/**
819{ 823{
820 int rv = 0; 824 int rv = 0;
821 double opinion; 825 double opinion;
822 object *tmp, *next; 826 object *tmp, *next;
823 827
824 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
825 829
826 bool has_unpaid = false; 830 bool has_unpaid = false;
827 831
828 // 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
829 // a quick and small change :( 833 // a quick and small change :(
842 */ 846 */
843 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
844 { 848 {
845 next = tmp->below; 849 next = tmp->below;
846 850
847 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
848 { 852 {
849 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);
850 854
851 if (i >= 0) 855 if (i >= 0)
852 tmp->move (i); 856 tmp->move (i);
853 } 857 }
854 } 858 }
855 859
856 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
857 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
858 return 0; 862 return 0;
859 863
860 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
861 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
862 */ 866 */
863 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
864 { 868 {
865 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
866 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);
867 871
868 if (i != -1) 872 if (i != -1)
923 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
924 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;
925 } 929 }
926 } 930 }
927 931
928 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
929 return rv; 933 return rv;
930} 934}
931 935
932/** 936/**
933 * Handles applying a sign. 937 * Handles applying a sign.
961 op->failmsg ("You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
962 966
963 return; 967 return;
964 } 968 }
965 969
966 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
967 sign->last_eat++; 971 sign->last_eat++;
968 } 972 }
969 973
970 /* 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?
971 * 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
972 * 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
973 * to us). 977 * to us).
974 */ 978 */
975 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)
976 { 980 {
977 op->failmsg ("You are unable to read while blind!"); 981 op->failmsg ("You are unable to read while blind!");
978 return; 982 return;
979 } 983 }
980 984
1059 who->flag [FLAG_READY_WEAPON] = false; 1063 who->flag [FLAG_READY_WEAPON] = false;
1060 1064
1061 // 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
1062 // 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
1063 // be used for other reasons 1067 // be used for other reasons
1068 //TODO: really?
1064 if (who->chosen_skill) 1069 if (who->chosen_skill)
1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) 1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1066 unapply_special (who, op, 0); 1071 unapply_special (who, who->chosen_skill, 0);
1067 1072
1068 break; 1073 break;
1069 1074
1075 case RANGED:
1070 case BOW: 1076 case BOW:
1071 case WAND: 1077 case WAND:
1072 case ROD: 1078 case ROD:
1073 case HORN: 1079 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr) 1080 if (player *pl = who->contr)
1076 { 1081 {
1077 who->statusmsg (format ("You unready %s.", query_name (op))); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
1078 change_abil (who, op); 1083 change_abil (who, op);
1079 } 1084 }
1080 else 1085 else
1081 { 1086 {
1082 who->change_skill (0);
1083
1084 if (op->type == BOW) 1087 if (op->type == BOW)
1085 op->flag [FLAG_READY_BOW ] = false; 1088 op->flag [FLAG_READY_BOW ] = false;
1086 else 1089 else
1087 op->flag [FLAG_READY_RANGE] = false; 1090 op->flag [FLAG_READY_RANGE] = false;
1088 } 1091 }
1169static bool 1172static bool
1170unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
1171{ 1174{
1172 if (op->is_range ()) 1175 if (op->is_range ())
1173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1175 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]))
1176 { 1179 {
1177 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
1178 who->failmsg (query_name (tmp)); 1181 who->failmsg (query_name (tmp));
1179 else 1182 else
1180 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
1183 { 1186 {
1184 /* 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.
1185 * 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
1186 * at least generate the message. 1189 * at least generate the message.
1187 */ 1190 */
1188 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));
1189 return 1; 1192 return 1;
1190 } 1193 }
1191 1194
1192 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1193 { 1196 {
1213#endif 1216#endif
1214 return 1; 1217 return 1;
1215 } 1218 }
1216 1219
1217 /* 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 */
1218 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])))
1219 { 1222 {
1220 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
1221 who->failmsg (query_name (tmp)); 1224 who->failmsg (query_name (tmp));
1222 else 1225 else
1223 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
1227 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
1228 * 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,
1229 * 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
1230 * one cursed ring.) 1233 * one cursed ring.)
1231 */ 1234 */
1232 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));
1233 } 1236 }
1234 1237
1235 last = tmp->below; 1238 last = tmp->below;
1236 } 1239 }
1237 /* 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
1335 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
1336 * 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,
1337 * 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
1338 * all use the same location. 1341 * all use the same location.
1339 */ 1342 */
1340 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1341 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
1342 1345
1343 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1344 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
1345 1348
1346 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
1347 { 1350 {
1348 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])
1349 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
1350 1353
1351 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1352 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
1353 1356
1354 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
1355 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
1356 1359
1357 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1358 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
1359 } 1362 }
1360 1363
1361 return retval; 1364 return retval;
1362} 1365}
1390 1393
1391static bool 1394static bool
1392apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
1393{ 1396{
1394 int basic_flag = aflags & AP_MODE; 1397 int basic_flag = aflags & AP_MODE;
1395 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
1396
1397 if (who == NULL)
1398 {
1399 LOG (llevError, "apply_special() from object without environment.\n");
1400 return 1;
1401 }
1402
1403 //TODO: remove these when apply_special is no longer exposed
1404 if (op->env != who)
1405 return 1; /* op is not in inventory */
1406 1399
1407 /* trying to unequip op */ 1400 /* trying to unequip op */
1408 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
1409 { 1402 {
1410 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
1411 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
1412 return 0; 1405 return 0;
1413 1406
1414 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
1415 {
1416 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
1417 return 1;
1418 }
1419
1420 return unapply_special (who, op, aflags); 1407 return unapply_special (who, op, aflags);
1421 } 1408 }
1422 else if (basic_flag == AP_UNAPPLY) 1409 else if (basic_flag == AP_UNAPPLY)
1423 return 0; 1410 return 0;
1424 1411
1427 /* 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 */
1428 if (int i = can_apply_object (who, op)) 1415 if (int i = can_apply_object (who, op))
1429 { 1416 {
1430 if (i & CAN_APPLY_NEVER) 1417 if (i & CAN_APPLY_NEVER)
1431 { 1418 {
1432 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));
1433 return 1; 1420 return 1;
1434 } 1421 }
1435 else if (i & CAN_APPLY_RESTRICTION) 1422 else if (i & CAN_APPLY_RESTRICTION)
1436 { 1423 {
1437 who->failmsg (format ( 1424 who->failmsgf (
1438 "You have a prohibition against using a %s. " 1425 "You have a prohibition against using a %s. "
1439 "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.>",
1440 query_name (op) 1427 query_name (op)
1441 )); 1428 );
1442 return 1; 1429 return 1;
1443 } 1430 }
1444 1431
1445 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
1446 { 1433 {
1467 // try to ready attached skill first 1454 // try to ready attached skill first
1468 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
1469 1456
1470 if (!skop) 1457 if (!skop)
1471 { 1458 {
1472 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);
1473 return 1; 1460 return 1;
1474 } 1461 }
1475 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1476 { 1463 {
1477 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);
1478 return 1; 1465 return 1;
1479 } 1466 }
1480 } 1467 }
1481 1468
1482 if (!check_item_power (who, op->item_power)) 1469 if (!check_item_power (who, op->item_power))
1514 if (player *pl = who->contr) 1501 if (player *pl = who->contr)
1515 { 1502 {
1516 who->statusmsg (format ("You wield %s.", query_name (op))); 1503 who->statusmsg (format ("You wield %s.", query_name (op)));
1517 change_abil (who, op); 1504 change_abil (who, op);
1518 } 1505 }
1519 else
1520 who->change_skill (skop);
1521 1506
1522 op->flag [FLAG_READY_WEAPON] = true; 1507 op->flag [FLAG_READY_WEAPON] = true;
1523 break; 1508 break;
1524 1509
1525 case ARMOUR: 1510 case ARMOUR:
1530 case GIRDLE: 1515 case GIRDLE:
1531 case BRACERS: 1516 case BRACERS:
1532 case CLOAK: 1517 case CLOAK:
1533 case RING: 1518 case RING:
1534 case AMULET: 1519 case AMULET:
1535 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
1536 who->statusmsg (format ("You wear %s.", query_name (op))); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
1537 change_abil (who, op); 1522 change_abil (who, op);
1538 break; 1523 break;
1539 1524
1540 case SKILL_TOOL: 1525 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill 1526 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself 1527 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though 1528 //TODO: unapplying should unapply the skill, though
1544 SET_FLAG (op, FLAG_APPLIED); 1529 op->set_flag (FLAG_APPLIED);
1545 break; 1530 break;
1546 1531
1547 case SKILL: 1532 case SKILL:
1548 if (!(aflags & AP_NO_SLOT))
1549 {
1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsg (format (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr) 1533 if (who->contr)
1586 if (op->invisible) 1534 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill)); 1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else 1536 else
1589 who->statusmsg (format ("You ready %s.", query_name (op))); 1537 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591 1538
1592 SET_FLAG (who, FLAG_READY_SKILL); 1539 who->set_flag (FLAG_READY_SKILL);
1593 SET_FLAG (op, FLAG_APPLIED); 1540 op->set_flag (FLAG_APPLIED);
1594 change_abil (who, op); 1541 change_abil (who, op);
1595 break; 1542 break;
1596 1543
1597 case BOW: 1544 case BOW:
1598 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 ()] != '\''))
1629 1576
1630 /*FALLTHROUGH*/ 1577 /*FALLTHROUGH*/
1631 case WAND: 1578 case WAND:
1632 case ROD: 1579 case ROD:
1633 case HORN: 1580 case HORN:
1634 /* check for skill, alter player status */
1635
1636 if (!skop)
1637 {
1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
1640 return 1;
1641 }
1642
1643 op->flag [FLAG_APPLIED] = true; 1581 op->flag [FLAG_APPLIED] = true;
1644 1582
1645 if (player *pl = who->contr) 1583 if (player *pl = who->contr)
1646 { 1584 {
1647 who->statusmsg (format ("You ready %s.", query_name (op))); 1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1651 1589
1652 change_abil (who, op); 1590 change_abil (who, op);
1653 } 1591 }
1654 else 1592 else
1655 { 1593 {
1656 who->change_skill (skop);
1657
1658 if (op->type == BOW) 1594 if (op->type == BOW)
1659 op->flag [FLAG_READY_BOW ] = true; 1595 op->flag [FLAG_READY_BOW ] = true;
1660 else 1596 else
1661 op->flag [FLAG_READY_RANGE] = true; 1597 op->flag [FLAG_READY_RANGE] = true;
1662 } 1598 }
1673 1609
1674 default: 1610 default:
1675 who->statusmsg (format ("You apply %s.", query_name (op))); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
1676 } 1612 }
1677 1613
1678 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
1679 1615
1680 if (tmp) who->insert (tmp); 1616 if (tmp) who->insert (tmp);
1681 1617
1682 who->update_stats (); 1618 who->update_stats ();
1683 1619
1684 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
1685 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
1686 * you don't know anything about them. 1622 * you don't know anything about them.
1687 */ 1623 */
1688 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)
1689 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
1690 1626
1691 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1692 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
1693 { 1629 {
1694 who->failmsg ( 1630 who->failmsg (
1695 "Oops, it feels deadly cold! " 1631 "Oops, it feels deadly cold! "
1696 "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.>"
1697 ); 1633 );
1698 SET_FLAG (op, FLAG_KNOWN_CURSED); 1634 op->set_flag (FLAG_KNOWN_CURSED);
1699 } 1635 }
1700 1636
1701 if (object *pl = op->visible_to ()) 1637 if (object *pl = op->visible_to ())
1702 esrv_send_item (pl, op); 1638 esrv_send_item (pl, op);
1703 1639
1776 return 0; 1712 return 0;
1777 1713
1778 /* if the player has a marked item, identify that if it needs to be 1714 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory. 1715 * identified. If it doesn't, then go through the player inventory.
1780 */ 1716 */
1781 if (object *marked = find_marked_object (pl)) 1717 if (object *marked = pl->mark ())
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1783 { 1719 {
1784 if (operate_altar (altar, &money, pl)) 1720 if (operate_altar (altar, &money, pl))
1785 { 1721 {
1786 identify (marked); 1722 identify (marked);
1787 1723
1793 } 1729 }
1794 } 1730 }
1795 1731
1796 for (object *id = pl->inv; id; id = id->below) 1732 for (object *id = pl->inv; id; id = id->below)
1797 { 1733 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1799 { 1735 {
1800 if (operate_altar (altar, &money, pl)) 1736 if (operate_altar (altar, &money, pl))
1801 { 1737 {
1802 identify (id); 1738 identify (id);
1803 1739
1830 * matching item. 1766 * matching item.
1831 **/ 1767 **/
1832void 1768void
1833handle_apply_yield (object *tmp) 1769handle_apply_yield (object *tmp)
1834{ 1770{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) 1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837} 1773}
1838 1774
1839/** 1775/**
1840 * Handles applying a potion. 1776 * Handles applying a potion.
1843apply_potion (object *op, object *tmp) 1779apply_potion (object *op, object *tmp)
1844{ 1780{
1845 int got_one = 0, i; 1781 int got_one = 0, i;
1846 object *force = 0; 1782 object *force = 0;
1847 1783
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 1784 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 { 1785 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 1786 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853 1787
1854 CLEAR_FLAG (tmp, FLAG_APPLIED); 1788 tmp->clr_flag (FLAG_APPLIED);
1855 return 0; 1789 return 0;
1856 } 1790 }
1857 1791
1858 if (op->type == PLAYER) 1792 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1793 if (!tmp->flag [FLAG_IDENTIFIED])
1860 identify (tmp); 1794 identify (tmp);
1861 1795
1862 handle_apply_yield (tmp); 1796 handle_apply_yield (tmp);
1863 1797
1864 /* Potion of restoration - only for players */ 1798 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 1799 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 { 1800 {
1867 object *depl; 1801 object *depl;
1868 archetype *at; 1802 archetype *at;
1869 1803
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 1804 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1871 { 1805 {
1872 op->drain_stat (); 1806 op->drain_stat ();
1873 op->update_stats (); 1807 op->update_stats ();
1874 tmp->decrease (); 1808 tmp->decrease ();
1875 return 1; 1809 return 1;
1902 /* improvement potion - only for players */ 1836 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 1837 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 { 1838 {
1905 for (i = 1; i < min (11, op->level); i++) 1839 for (i = 1; i < min (11, op->level); i++)
1906 { 1840 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 1841 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1908 { 1842 {
1909 if (op->contr->levhp[i] != 1) 1843 if (op->contr->levhp[i] != 1)
1910 { 1844 {
1911 op->contr->levhp[i] = 1; 1845 op->contr->levhp[i] = 1;
1912 break; 1846 break;
1948 1882
1949 /* Just makes checking easier */ 1883 /* Just makes checking easier */
1950 if (i < min (11, op->level)) 1884 if (i < min (11, op->level))
1951 got_one = 1; 1885 got_one = 1;
1952 1886
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 1887 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1954 { 1888 {
1955 if (got_one) 1889 if (got_one)
1956 { 1890 {
1957 op->update_stats (); 1891 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you " 1892 op->statusmsg ("The Gods smile upon you and remake you "
1983 * there is no limit to the number of spells that potions can be cast, 1917 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example. 1918 * but direction is problematic to try and imbue fireball potions for example.
1985 */ 1919 */
1986 if (tmp->inv) 1920 if (tmp->inv)
1987 { 1921 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 1922 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1989 { 1923 {
1990 op->failmsg ("Yech! Your lungs are on fire!"); 1924 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level); 1925 create_exploding_ball_at (op, op->level);
1992 } 1926 }
1993 else 1927 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 1928 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995 1929
1996 tmp->decrease (); 1930 tmp->decrease ();
1997 1931
1998 /* if youre dead, no point in doing this... */ 1932 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1933 if (!op->flag [FLAG_REMOVED])
2000 op->update_stats (); 1934 op->update_stats ();
2001 1935
2002 return 1; 1936 return 1;
2003 } 1937 }
2004 1938
2007 for (i = 0; i < NROFATTACKS; i++) 1941 for (i = 0; i < NROFATTACKS; i++)
2008 { 1942 {
2009 if (tmp->resist[i]) 1943 if (tmp->resist[i])
2010 { 1944 {
2011 if (!force) 1945 if (!force)
2012 force = get_archetype (FORCE_NAME); 1946 force = archetype::get (FORCE_NAME);
2013 1947
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 1948 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT; 1949 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */ 1950 break; /* Only need to find one protection since we copy entire batch */
2017 } 1951 }
2019 1953
2020 /* This is a protection potion */ 1954 /* This is a protection potion */
2021 if (force) 1955 if (force)
2022 { 1956 {
2023 /* cursed items last longer */ 1957 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 1958 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2025 { 1959 {
2026 force->stats.food *= 10; 1960 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++) 1961 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0) 1962 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */ 1963 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 } 1964 }
2031 1965
2032 force->speed_left = -1; 1966 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op); 1967 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED); 1968 tmp->clr_flag (FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED); 1969 force->set_flag (FLAG_APPLIED);
2036 change_abil (op, force); 1970 change_abil (op, force);
2037 tmp->decrease (); 1971 tmp->decrease ();
2038 return 1; 1972 return 1;
2039 } 1973 }
2040 1974
2041 /* Only thing left are the stat potions */ 1975 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER) 1976 if (op->type == PLAYER)
2043 { /* only for players */ 1977 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED) 1978 if ((tmp->flag [FLAG_CURSED]
2045 || QUERY_FLAG (tmp, FLAG_DAMNED)) 1979 || tmp->flag [FLAG_DAMNED])
2046 && tmp->value != 0) 1980 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED); 1981 tmp->clr_flag (FLAG_APPLIED);
2048 else 1982 else
2049 SET_FLAG (tmp, FLAG_APPLIED); 1983 tmp->set_flag (FLAG_APPLIED);
2050 1984
2051 if (!change_abil (op, tmp)) 1985 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened."); 1986 op->statusmsg ("Nothing happened.");
2053 } 1987 }
2054 1988
2055 /* CLEAR_FLAG is so that if the character has other potions 1989 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his 1990 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears 1991 * stat will not be raised by them. fix_player just clears
2058 * up all the stats. 1992 * up all the stats.
2059 */ 1993 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED); 1994 tmp->clr_flag (FLAG_APPLIED);
2061 op->update_stats (); 1995 op->update_stats ();
2062 tmp->decrease (); 1996 tmp->decrease ();
2063 return 1; 1997 return 1;
2064} 1998}
2065 1999
2075void 2009void
2076move_apply (object *trap, object *victim, object *originator) 2010move_apply (object *trap, object *victim, object *originator)
2077{ 2011{
2078 static int recursion_depth = 0; 2012 static int recursion_depth = 0;
2079 2013
2014 trap = trap->head_ ();
2015
2080 /* Only exits affect DMs. */ 2016 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 2017 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2082 return; 2018 return;
2083 2019
2084 /* move_apply() is the most likely candidate for causing unwanted and 2020 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion. 2021 * possibly unlimited recursion.
2086 */ 2022 */
2023
2087 /* The following was changed because it was causing perfectly correct 2024 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse: 2025 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune. 2026 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and 2027 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes. 2028 * proper. This code was causing needless crashes.
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); 2033 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return; 2034 return;
2098 } 2035 }
2099 2036
2100 recursion_depth++; 2037 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103 2038
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 2039 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type) 2040 switch (trap->type)
2106 { 2041 {
2107 case PLAYERMOVER: 2042 case PLAYERMOVER:
2117 2052
2118 /* Just put in some sanity check. I think there is a bug in the 2053 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player 2054 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed. 2055 * getting permanently paralyzed.
2121 */ 2056 */
2122 if (victim->speed_left < -50.f) 2057 victim->speed_left = max (-50.f, victim->speed_left);
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 2058 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 } 2059 }
2126 break; 2060 break;
2127 2061
2128 case SPINNER: 2062 case SPINNER:
2160 case ARROW: 2094 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object , 2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy. 2096 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is 2097 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless 2098 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here 2099 * action, we avoid hits here
2166 */ 2100 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) 2101 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2168 && trap->owner != victim) 2102 && trap->owner != victim)
2169 hit_with_arrow (trap, victim); 2103 hit_with_arrow (trap, victim);
2170 break; 2104 break;
2171 2105
2172 case SPELL_EFFECT: 2106 case SPELL_EFFECT:
2216 } 2150 }
2217 2151
2218 case CONVERTER: 2152 case CONVERTER:
2219 if (convert_item (victim, trap) < 0) 2153 if (convert_item (victim, trap) < 0)
2220 { 2154 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap); 2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 } 2157 }
2224 2158
2225 break; 2159 break;
2226 2160
2280 apply_container (victim, trap); 2214 apply_container (victim, trap);
2281 break; 2215 break;
2282 2216
2283 case RUNE: 2217 case RUNE:
2284 case TRAP: 2218 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 2219 if (trap->level && victim->flag [FLAG_ALIVE])
2286 spring_trap (trap, victim); 2220 spring_trap (trap, victim);
2287 break; 2221 break;
2288 2222
2289 default: 2223 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2302apply_book (object *op, object *tmp) 2236apply_book (object *op, object *tmp)
2303{ 2237{
2304 int lev_diff; 2238 int lev_diff;
2305 object *skill_ob; 2239 object *skill_ob;
2306 2240
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2308 { 2242 {
2309 op->failmsg ("You are unable to read while blind!"); 2243 op->failmsg ("You are unable to read while blind!");
2310 return; 2244 return;
2311 } 2245 }
2312 2246
2313 if (!tmp->msg) 2247 if (!tmp->msg)
2314 { 2248 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); 2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2316 return; 2250 return;
2317 } 2251 }
2318 2252
2319 /* need a literacy skill to read stuff! */ 2253 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill); 2254 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob) 2255 if (!skill_ob)
2322 { 2256 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); 2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2324 return; 2258 return;
2325 } 2259 }
2326 2260
2327 lev_diff = tmp->level - (skill_ob->level + 5); 2261 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2329 { 2263 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension." 2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2344 if (player *pl = op->contr) 2278 if (player *pl = op->contr)
2345 if (client *ns = pl->ns) 2279 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347 2281
2348 /* gain xp from reading */ 2282 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2350 { /* only if not read before */ 2284 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352 2286
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 2287 if (!tmp->flag [FLAG_IDENTIFIED])
2354 { 2288 {
2355 /*exp_gain *= 2; because they just identified it too */ 2289 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED); 2290 tmp->set_flag (FLAG_IDENTIFIED);
2357 2291
2358 if (object *pl = tmp->visible_to ()) 2292 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 } 2294 }
2361 2295
2362 change_exp (op, exp_gain, skill_ob->skill, 0); 2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 } 2298 }
2365} 2299}
2366 2300
2367/** 2301/**
2368 * op made some mistake with a scroll, this takes care of punishment. 2302 * op made some mistake with a scroll, this takes care of punishment.
2377 if (failure <= -1 && failure > -15) 2311 if (failure <= -1 && failure > -15)
2378 { /* wonder */ 2312 { /* wonder */
2379 object *tmp; 2313 object *tmp;
2380 2314
2381 op->failmsg ("Your spell warps!"); 2315 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER); 2316 tmp = archetype::get (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp); 2317 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy (); 2318 tmp->destroy ();
2385 } 2319 }
2386 else if (failure <= -15 && failure > -35) 2320 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */ 2321 { /* drain mana */
2407 op->failmsg ("The magic recoils on you!"); 2341 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power); 2342 blind_player (op, op, power);
2409 } 2343 }
2410 else if (failure <= -80) 2344 else if (failure <= -80)
2411 { /* blast the immediate area */ 2345 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA); 2346 object *tmp = archetype::get (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power); 2347 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!"); 2348 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy (); 2349 tmp->destroy ();
2416 } 2350 }
2417 } 2351 }
2426{ 2360{
2427 switch (learn_skill (op, tmp)) 2361 switch (learn_skill (op, tmp))
2428 { 2362 {
2429 case 0: 2363 case 0:
2430 op->play_sound (sound_find ("generic_fail")); 2364 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2432 break; 2366 break;
2433 2367
2434 case 1: 2368 case 1:
2435 tmp->decrease (); 2369 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn")); 2370 op->play_sound (sound_find ("skill_learn"));
2438 break; 2372 break;
2439 2373
2440 default: 2374 default:
2441 tmp->decrease (); 2375 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail")); 2376 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2444 break; 2378 break;
2445 } 2379 }
2446} 2380}
2447 2381
2448/** 2382/**
2461 } 2395 }
2462 2396
2463 /* Upgrade special prayers to normal prayers */ 2397 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL) 2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 { 2399 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2467 { 2401 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return; 2403 return;
2470 } 2404 }
2471 return; 2405 return;
2475 2409
2476 tmp = spell->clone (); 2410 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op); 2411 insert_ob_in_ob (tmp, op);
2478 2412
2479 if (special_prayer) 2413 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP); 2414 tmp->set_flag (FLAG_STARTEQUIP);
2481 2415
2482 esrv_add_spells (op->contr, tmp); 2416 esrv_add_spells (op->contr, tmp);
2483} 2417}
2484 2418
2485/** 2419/**
2499 { 2433 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return; 2435 return;
2502 } 2436 }
2503 2437
2504 op->failmsg (format ("You lose knowledge of %s.", spell)); 2438 op->failmsgf ("You lose knowledge of %s.", spell);
2505 esrv_remove_spell (op->contr, spob); 2439 esrv_remove_spell (op->contr, spob);
2506 spob->destroy (); 2440 spob->destroy ();
2507} 2441}
2508 2442
2509/** 2443/**
2514static void 2448static void
2515apply_spellbook (object *op, object *tmp) 2449apply_spellbook (object *op, object *tmp)
2516{ 2450{
2517 object *skop, *spell, *spell_skill; 2451 object *skop, *spell, *spell_skill;
2518 2452
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2520 { 2454 {
2521 op->failmsg ("You are unable to read while blind."); 2455 op->failmsg ("You are unable to read while blind.");
2522 return; 2456 return;
2523 } 2457 }
2524 2458
2530 { 2464 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance (); 2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532 2466
2533 if (!spell) 2467 if (!spell)
2534 { 2468 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2536 return; 2470 return;
2537 } 2471 }
2538 else 2472 else
2539 insert_ob_in_ob (spell, tmp); 2473 insert_ob_in_ob (spell, tmp);
2540 2474
2545 2479
2546 /* need a literacy skill to learn spells. Also, having a literacy level 2480 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */ 2481 * lower than the spell will make learning the spell more difficult */
2548 if (!skop) 2482 if (!skop)
2549 { 2483 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); 2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2551 return; 2485 return;
2552 } 2486 }
2553 2487
2554 spell = tmp->inv; 2488 spell = tmp->inv;
2555 2489
2561 } 2495 }
2562 2496
2563 int learn_level = sqrtf (spell->level) * 1.5f; 2497 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level) 2498 if (skop->level < learn_level)
2565 { 2499 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", 2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level)); 2501 &tmp->skill, learn_level);
2568 return; 2502 return;
2569 } 2503 }
2570 2504
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); 2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572 2506
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 2507 if (!tmp->flag [FLAG_IDENTIFIED])
2574 identify (tmp); 2508 identify (tmp);
2575 2509
2576 /* I removed the check for special_prayer_mark here - it didn't make 2510 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and 2511 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that 2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2588 { 2522 {
2589 spell_skill = find_skill_by_name (op, spell->skill); 2523 spell_skill = find_skill_by_name (op, spell->skill);
2590 2524
2591 if (!spell_skill) 2525 if (!spell_skill)
2592 { 2526 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); 2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2594 return; 2528 return;
2595 } 2529 }
2596 2530
2597 if (spell_skill->level < spell->level) 2531 if (spell_skill->level < spell->level)
2598 { 2532 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); 2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2600 return; 2534 return;
2601 } 2535 }
2602 } 2536 }
2603 2537
2604 /* Logic as follows 2538 /* Logic as follows
2611 * 3 -Automatically fail to learn if you read while confused 2545 * 3 -Automatically fail to learn if you read while confused
2612 * 2546 *
2613 * Overall, chances are the same but a player will find having a high 2547 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t. 2548 * literacy rate very useful! -b.t.
2615 */ 2549 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED)) 2550 if (op->flag [FLAG_CONFUSED])
2617 { 2551 {
2618 op->failmsg ("In your confused state you flub the wording of the text!"); 2552 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); 2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 } 2554 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 { 2557 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0); 2559 do_learn_spell (op, spell, 0);
2626 2560
2627 /* xp gain to literacy for spell learning */ 2561 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2562 if (!tmp->flag [FLAG_STARTEQUIP])
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 } 2564 }
2631 else 2565 else
2632 { 2566 {
2633 op->contr->play_sound (sound_find ("fumble_spell")); 2567 op->contr->play_sound (sound_find ("fumble_spell"));
2643void 2577void
2644apply_scroll (object *op, object *tmp, int dir) 2578apply_scroll (object *op, object *tmp, int dir)
2645{ 2579{
2646 object *skop; 2580 object *skop;
2647 2581
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2649 { 2583 {
2650 op->failmsg ("You are unable to read while blind."); 2584 op->failmsg ("You are unable to read while blind.");
2651 return; 2585 return;
2652 } 2586 }
2653 2587
2663 int exp_gain = 0; 2597 int exp_gain = 0;
2664 2598
2665 /* hard code literacy - tmp->skill points to where the exp 2599 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell. 2600 * should go for anything killed by the spell.
2667 */ 2601 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 2602 skop = find_skill_by_name (op, shstr_literacy);
2669 2603
2670 if (!skop) 2604 if (!skop)
2671 { 2605 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); 2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2673 return; 2607 return;
2674 } 2608 }
2675 2609
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0); 2611 change_exp (op, exp_gain, skop->skill, 0);
2678 } 2612 }
2679 2613
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 2614 if (!tmp->flag [FLAG_IDENTIFIED])
2681 identify (tmp); 2615 identify (tmp);
2682 2616
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684 2618
2685 cast_spell (op, tmp, dir, tmp->inv, NULL); 2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2716 2650
2717 treas->x = op->x; 2651 treas->x = op->x;
2718 treas->y = op->y; 2652 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720 2654
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2722 spring_trap (treas, op); 2656 spring_trap (treas, op);
2723 2657
2724 /* If either player or container was destroyed, no need to do 2658 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with 2659 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise 2660 * spring trap above, as I don't think there is otherwise
2925 : tmp->type == DRINK 2859 : tmp->type == DRINK
2926 ? sound_find ("eat_drink") 2860 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food") 2861 : sound_find ("eat_food")
2928 ); 2862 );
2929 2863
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2864 if (!tmp->flag [FLAG_CURSED])
2931 { 2865 {
2932 const char *buf; 2866 const char *buf;
2933 2867
2934 if (!op->is_dragon ()) 2868 if (!op->is_dragon ())
2935 { 2869 {
2955 min_it (op->stats.hp, op->stats.maxhp); 2889 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD); 2890 min_it (op->stats.food, MAX_FOOD);
2957 } 2891 }
2958 2892
2959 /* special food hack -b.t. */ 2893 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2961 eat_special_food (op, tmp); 2895 eat_special_food (op, tmp);
2962 } 2896 }
2963 } 2897 }
2964 2898
2965 handle_apply_yield (tmp); 2899 handle_apply_yield (tmp);
2971 * Does some sanity checks, then calls improve_armour. 2905 * Does some sanity checks, then calls improve_armour.
2972 */ 2906 */
2973static void 2907static void
2974apply_armour_improver (object *op, object *tmp) 2908apply_armour_improver (object *op, object *tmp)
2975{ 2909{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) 2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 { 2911 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); 2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return; 2913 return;
2982 } 2914 }
2983 2915
2984 armor = find_marked_object (op); 2916 object *armor = op->mark ();
2985 2917
2986 if (!armor) 2918 if (!armor)
2987 { 2919 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return; 2921 return;
2992 if (armor->type != ARMOUR 2924 if (armor->type != ARMOUR
2993 && armor->type != CLOAK 2925 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 { 2927 {
2996 op->failmsg ("Your marked item is not armour!\n"); 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!");
2997 return; 2935 return;
2998 } 2936 }
2999 2937
3000 op->statusmsg ("Applying armour enchantment."); 2938 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor); 2939 improve_armour (op, tmp, armor);
3049 } 2987 }
3050 } 2988 }
3051 2989
3052 if (!lighter) 2990 if (!lighter)
3053 { 2991 {
3054 who->failmsg (format ( 2992 who->failmsgf (
3055 "You can't light up the %s with your bare hands! " 2993 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>", 2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name)); 2995 &op->name
2996 );
3058 return 0; 2997 return 0;
3059 } 2998 }
3060 } 2999 }
3061 3000
3062 // last_eat == 0 means the lighter is not being used up! 3001 // last_eat == 0 means the lighter is not being used up!
3068 who->insert (lighter); 3007 who->insert (lighter);
3069 } 3008 }
3070 else if (lighter->last_eat) 3009 else if (lighter->last_eat)
3071 { 3010 {
3072 /* no charges left in lighter */ 3011 /* no charges left in lighter */
3073 who->failmsg (format ( 3012 who->failmsgf (
3074 "You attempt to light the %s with a used up %s.", 3013 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name)); 3014 &op->name, &lighter->name
3015 );
3076 return 0; 3016 return 0;
3077 } 3017 }
3078 3018
3079 return lighter; 3019 return lighter;
3080} 3020}
3085 * the selected object to "burn". -b.t. 3025 * the selected object to "burn". -b.t.
3086 */ 3026 */
3087static void 3027static void
3088apply_lighter (object *who, object *lighter) 3028apply_lighter (object *who, object *lighter)
3089{ 3029{
3090 object *item; 3030 if (object *item = who->mark ())
3091 int is_player_env = 0;
3092
3093 item = find_marked_object (who);
3094 if (item)
3095 { 3031 {
3096 if (!auto_apply_lighter (who, item, lighter)) 3032 if (!auto_apply_lighter (who, item, lighter))
3097 return; 3033 return;
3098 3034
3099 /* Perhaps we should split what we are trying to light on fire? 3035 /* Perhaps we should split what we are trying to light on fire?
3106 if (item->destroyed () 3042 if (item->destroyed ()
3107 || ((item->type == LAMP || item->type == TORCH) 3043 || ((item->type == LAMP || item->type == TORCH)
3108 && item->glow_radius > 0)) 3044 && item->glow_radius > 0))
3109 who->statusmsg (format ( 3045 who->statusmsg (format (
3110 "You light the %s with the %s.", 3046 "You light the %s with the %s.",
3111 &item->name, &lighter->name)); 3047 &item->name, &lighter->name
3048 ));
3112 else 3049 else
3113 who->failmsg (format ( 3050 who->failmsgf (
3114 "You attempt to light the %s with the %s and fail.", 3051 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name)); 3052 &item->name, &lighter->name
3053 );
3116 } 3054 }
3117 else 3055 else
3118 who->failmsg ("You need to mark a lightable object."); 3056 who->failmsg ("You need to mark a lightable object.");
3119} 3057}
3120 3058
3124static void 3062static void
3125player_apply_lamp_cursed_effect (object *who, object *op) 3063player_apply_lamp_cursed_effect (object *who, object *op)
3126{ 3064{
3127 if (op->level) 3065 if (op->level)
3128 { 3066 {
3129 who->failmsg (format ( 3067 who->failmsgf (
3130 "The %s was cursed, it explodes in a big fireball!", 3068 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name)); 3069 &op->name
3070 );
3132 create_exploding_ball_at (who, op->level); 3071 create_exploding_ball_at (who, op->level);
3133 } 3072 }
3134 else 3073 else
3135 { 3074 {
3136 who->failmsg (format ( 3075 who->failmsgf (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!", 3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name)); 3077 &op->name
3078 );
3139 } 3079 }
3140 3080
3141 op->destroy (); 3081 op->destroy ();
3142} 3082}
3143 3083
3161 return; 3101 return;
3162 3102
3163 if (op->stats.food < 1) 3103 if (op->stats.food < 1)
3164 { 3104 {
3165 if (op->type == LAMP) 3105 if (op->type == LAMP)
3166 who->failmsg (format ( 3106 who->failmsgf (
3167 "The %s is out of fuel! " 3107 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>", 3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name)); 3109 &op->name
3110 );
3170 else 3111 else
3171 who->failmsg (format ( 3112 who->failmsgf (
3172 "The %s is burnt out! " 3113 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>", 3114 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name)); 3115 &op->name
3116 );
3175 return; 3117 return;
3176 } 3118 }
3177 3119
3178 if (op->flag [FLAG_CURSED]) 3120 if (op->flag [FLAG_CURSED])
3179 { 3121 {
3284 * The 'slaying' field for transformer is used as verb for the action. 3226 * The 'slaying' field for transformer is used as verb for the action.
3285 */ 3227 */
3286static void 3228static void
3287apply_item_transformer (object *pl, object *transformer) 3229apply_item_transformer (object *pl, object *transformer)
3288{ 3230{
3289 object *marked;
3290 object *new_item; 3231 object *new_item;
3291 const char *find; 3232 const char *find;
3292 char *separator; 3233 char *separator;
3293 int yield; 3234 int yield;
3294 char got[MAX_BUF]; 3235 char got[MAX_BUF];
3295 int len; 3236 int len;
3296 3237
3297 if (!pl || !transformer) 3238 if (!pl || !transformer)
3298 return; 3239 return;
3299 3240
3300 marked = find_marked_object (pl); 3241 object *marked = pl->mark ();
3301 3242
3302 if (!marked) 3243 if (!marked)
3303 { 3244 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); 3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3305 return; 3246 return;
3306 } 3247 }
3307 3248
3308 if (!marked->slaying) 3249 if (!marked->slaying)
3309 { 3250 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3311 return; 3252 return;
3312 } 3253 }
3313 3254
3314 /* check whether they are compatible or not */ 3255 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname); 3256 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 { 3258 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3319 return; 3260 return;
3320 } 3261 }
3321 3262
3322 find += strlen (transformer->arch->archname) + 1; 3263 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */ 3264 /* Item can be used, now find how many and what it yields */
3350 3291
3351 strcpy (got, find); 3292 strcpy (got, find);
3352 got[len] = '\0'; 3293 got[len] = '\0';
3353 3294
3354 /* Now create new item, remove used ones when required. */ 3295 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got); 3296 new_item = archetype::get (got);
3356 if (!new_item) 3297 if (!new_item)
3357 { 3298 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); 3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3359 return; 3300 return;
3360 } 3301 }
3361 3302
3362 new_item->nrof = yield; 3303 new_item->nrof = yield;
3363 3304
3387 * them in this function - they are passed to apply_special 3328 * them in this function - they are passed to apply_special
3388 */ 3329 */
3389static bool 3330static bool
3390manual_apply (object *who, object *op, int aflag) 3331manual_apply (object *who, object *op, int aflag)
3391{ 3332{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0); 3334 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type]) 3335 else if (apply_types_inv_only [op->type])
3409 { 3336 {
3410 // special item, using slot system, needs to be in inv 3337 // special item, using slot system, needs to be in inv
3411 if (op->env == who) 3338 if (op->env == who)
3412 return apply_special (who, op, aflag); 3339 return apply_special (who, op, aflag);
3413 3340
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); 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));
3415 } 3342 }
3416 else if (!who->contr && may_attempt_player [op->type]) 3343 else if (!who->contr && apply_types_player_only [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff 3344 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type]) 3345 else if (apply_types [op->type])
3419 { 3346 {
3420 // ordinary stuff, may be on the floor 3347 // ordinary stuff, may be on the floor
3421 switch (op->type) 3348 switch (op->type)
3422 { 3349 {
3423 case T_HANDLE: 3350 case T_HANDLE:
3440 3367
3441 break; 3368 break;
3442 3369
3443 case EXIT: 3370 case EXIT:
3444 if (!EXIT_PATH (op)) 3371 if (!EXIT_PATH (op))
3445 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))); 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));
3446 else 3373 else
3447 { 3374 {
3448 /* Don't display messages for random maps. */ 3375 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) 3376 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY); 3377 who->statusmsg (op->msg, NDI_NAVY);
3523 check_improve_weapon (who, op); 3450 check_improve_weapon (who, op);
3524 break; 3451 break;
3525 3452
3526 case CLOCK: 3453 case CLOCK:
3527 { 3454 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod; 3455 timeofday_t tod;
3530 3456
3531 get_tod (&tod); 3457 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock")); 3458 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format ( 3459 who->statusmsg (format (
3557 3483
3558 return 1; 3484 return 1;
3559 } 3485 }
3560 else 3486 else
3561 { 3487 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 3488 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3563 return 0; 3489 return 0;
3564 } 3490 }
3565} 3491}
3566 3492
3567/** 3493/**
3578 * item in the container. Otherwise, use the map. 3504 * item in the container. Otherwise, use the map.
3579 */ 3505 */
3580 3506
3581 // first try to apply "applyables" 3507 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below) 3508 for (object *tmp = top; tmp; tmp = tmp->below)
3583 if (!tmp->invisible && may_attempt [tmp->type]) 3509 if (!tmp->invisible && apply_types [tmp->type])
3584 { 3510 {
3585 // If it is visible, player can apply it. 3511 // If it is visible, player can apply it.
3586 pl->apply (tmp); 3512 pl->apply (tmp);
3587 return; 3513 return;
3588 } 3514 }
3598 switch (top->type) 3524 switch (top->type)
3599 { 3525 {
3600 // TODO: all this should move to examine 3526 // TODO: all this should move to examine
3601 case ALTAR: 3527 case ALTAR:
3602 case IDENTIFY_ALTAR: 3528 case IDENTIFY_ALTAR:
3529 case TRIGGER_ALTAR:
3603 case CONVERTER: 3530 case CONVERTER:
3531 //case TRIGGER_PEDESTAL:
3604 pl->failmsg (format ( 3532 pl->failmsgf (
3605 "You see no obvious mechanism on the %s." 3533 "You see no obvious mechanism on the %s."
3606 "H<You have to drop one or more specific items here.>", 3534 "H<You have to drop one or more specific items here.>",
3607 query_short_name (top) 3535 query_short_name (top)
3608 )); 3536 );
3609 break; 3537 break;
3610 3538
3611 case BUTTON: 3539 case BUTTON:
3540 case TRIGGER_BUTTON:
3612 pl->failmsg (format ( 3541 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. " 3542 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>", 3543 "H<You must put enough items here to activate it.>",
3615 query_short_name (top) 3544 query_short_name (top)
3616 )); 3545 );
3617 break; 3546 break;
3618 3547
3619 default: 3548 default:
3620 examine (pl, top); 3549 examine (pl, top);
3621 printf ("z %d\n", top->type);//D
3622 break; 3550 break;
3623 } 3551 }
3624} 3552}
3625 3553
3626// saner interface, returns successful status 3554// saner interface, returns successful status
3627bool 3555bool
3628object::apply (object *ob, int aflags) 3556object::apply (object *ob, int aflags)
3629{ 3557{
3630 if (!ob) // simplifies a lot of callers 3558 if (!ob) // simplifies a lot of callers
3631 return true; 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 }
3632 3574
3633 if (contr) 3575 if (contr)
3634 { 3576 {
3635 if (!ob->env && (move_type & MOVE_FLYING)) 3577 if (!ob->env && (move_type & MOVE_FLYING))
3636 { 3578 {
3650 bool want_apply = 3592 bool want_apply =
3651 aflags & AP_APPLY ? true 3593 aflags & AP_APPLY ? true
3652 : aflags & AP_UNAPPLY ? false 3594 : aflags & AP_UNAPPLY ? false
3653 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE 3595 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3654 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
3655 object_ptr *slot = 0; 3607 object_ptr *slot = 0;
3656 3608
3657 // detect the slot, if this is a player 3609 // detect the slot, if this is a player
3658 if (contr && !(aflags & AP_NO_SLOT)) 3610 if (contr && !(aflags & AP_NO_SLOT))
3659 { 3611 {
3664 case WEAPON: 3616 case WEAPON:
3665 slot = &contr->combat_ob; 3617 slot = &contr->combat_ob;
3666 oslot = contr->ranged_ob; 3618 oslot = contr->ranged_ob;
3667 break; 3619 break;
3668 3620
3621 case RANGED:
3669 case BOW: 3622 case BOW:
3670 case RANGED:
3671 case SPELL: 3623 case SPELL:
3672 case WAND: 3624 case WAND:
3673 case ROD: 3625 case ROD:
3674 case HORN: 3626 case HORN:
3675 case BUILDER: 3627 case BUILDER:
3677 oslot = contr->combat_ob; 3629 oslot = contr->combat_ob;
3678 break; 3630 break;
3679 3631
3680 // oh, the humanity 3632 // oh, the humanity
3681 case SKILL: 3633 case SKILL:
3682 if (aflags & AP_NO_SLOT) 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))
3683 break; 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 }
3684 3665
3685 if (skill_flags [ob->subtype] & SF_NEED_ITEM) 3666 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3686 break; 3667 break;
3687 3668
3688 if (skill_flags [ob->subtype] & SF_COMBAT) 3669 if (skill_flags [ob->subtype] & SF_COMBAT)
3705 // only one slot can be active 3686 // only one slot can be active
3706 if (want_apply) 3687 if (want_apply)
3707 { 3688 {
3708 // clear slot unless we are in it already 3689 // clear slot unless we are in it already
3709 if (*slot != ob) 3690 if (*slot != ob)
3710 apply (*slot, AP_UNAPPLY); 3691 if (!apply (*slot, AP_UNAPPLY))
3692 return false;
3711 3693
3712 // unapply other slot, because we want to become active 3694 // unapply other slot, because we want to become active
3713 apply (oslot, AP_UNAPPLY); 3695 if (!apply (oslot, AP_UNAPPLY))
3696 return false;
3714 } 3697 }
3715 3698
3716 // clear item from slot if applied 3699 // clear item from slot if applied
3717 if (!want_apply && current_weapon == ob) 3700 if (!want_apply && current_weapon == ob)
3718 current_weapon = 0; 3701 current_weapon = 0;
3737 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3738 */ 3721 */
3739int 3722int
3740auto_apply (object *op) 3723auto_apply (object *op)
3741{ 3724{
3742 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3743 int i; 3726 int i;
3744 3727
3745 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3728 op->clr_flag (FLAG_AUTO_APPLY);
3746 3729
3747 switch (op->type) 3730 switch (op->type)
3748 { 3731 {
3749 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3750 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3760 == NULL && --i); 3743 == NULL && --i);
3761 3744
3762 if (tmp == NULL) 3745 if (tmp == NULL)
3763 return 0; 3746 return 0;
3764 3747
3765 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3766 { 3749 {
3767 tmp->destroy (); 3750 tmp->destroy ();
3768 tmp = NULL; 3751 tmp = NULL;
3769 } 3752 }
3770 } 3753 }
3771 while (!tmp); 3754 while (!tmp);
3772 3755
3773 tmp->x = op->x; 3756 tmp->x = op->x;
3774 tmp->y = op->y; 3757 tmp->y = op->y;
3775 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3776 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3777 identify (tmp); 3760 identify (tmp);
3778 break; 3761 break;
3779 3762
3780 case TREASURE: 3763 case TREASURE:
3781 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3782 return 0; 3765 return 0;
3783 3766
3784 while (op->stats.hp-- > 0) 3767 while (op->stats.hp-- > 0)
3785 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3786 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);
3824 3807
3825 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3826 { 3809 {
3827 invnext = invtmp->below; 3810 invnext = invtmp->below;
3828 3811
3829 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3830 auto_apply (invtmp); 3813 auto_apply (invtmp);
3831 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3832 { 3815 {
3833 while (invtmp->stats.hp-- > 0) 3816 while (invtmp->stats.hp-- > 0)
3834 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3835 3818
3836 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3837 } 3820 }
3838 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3839 && 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 ())
3840 { 3824 {
3841 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3842 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3843 * treasure again for this object 3827 * treasure again for this object
3844 */ 3828 */
3859 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3860 || 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)
3861 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3862 } 3846 }
3863 3847
3864 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3865 auto_apply (tmp); 3849 auto_apply (tmp);
3866 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 ())
3867 { 3851 {
3868 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3869 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3871 } 3855 }
3872 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3873 { 3857 {
3874 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3875 3859
3876 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3877 tmp->set_speed (0); 3861 tmp->set_speed (0);
3878 } 3862 }
3879 /* 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
3880 * 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
3881 * 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
3970 } 3954 }
3971 3955
3972 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3973 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3974 { 3958 {
3975 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3976 { 3960 {
3977 who->contr->killer = food; 3961 who->contr->killer = food;
3978 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3979 who->failmsg ("Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3980 } 3964 }
3989 } 3973 }
3990 } 3974 }
3991 3975
3992 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3993 { 3977 {
3994 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3995 { 3979 {
3996 who->failmsg ("You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3997 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3998 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3999 who->stats.sp = 0; 3983 who->stats.sp = 0;
4082 pl->animation_id = change->animation_id; 4066 pl->animation_id = change->animation_id;
4083 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4084 } 4068 }
4085 4069
4086 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
4087 /*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); */
4088 if (change->name == shstr_monk) 4072 if (change->name == shstr_monk)
4089 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
4090 4074
4091 break; 4075 break;
4092 } 4076 }
4093 } 4077 }
4094} 4078}

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