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Revision: 1.250
Committed: Tue Apr 6 23:36:49 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.249: +3 -3 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 // these must be in the inventory before they can be applied
36
37 static const struct apply_types_inv_only : typeset
38 {
39 apply_types_inv_only ()
40 {
41 set (WEAPON);
42 set (ARMOUR);
43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 }
62 } apply_types_inv_only;
63
64 // these only make sense for the player
65
66 static const struct apply_types_player_only : typeset
67 {
68 apply_types_player_only ()
69 {
70 set (EXIT);
71 set (BOOK);
72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
84 }
85 } apply_types_player_only;
86
87 // applying these _can_ be attempted, others cannot
88 // be applied at all. used by e.g. apply below.
89
90 static const struct apply_types : typeset
91 {
92 apply_types ()
93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
94 {
95 set (T_HANDLE);
96 set (TRIGGER);
97 set (SCROLL);
98 set (POTION);
99 set (CLOSE_CON);
100 set (CONTAINER);
101 set (LAMP);
102 set (TORCH);
103 set (DRINK);
104 set (FOOD);
105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
109 }
110 } apply_types;
111
112 /****************************************************************************
113 * Weapon improvement code follows
114 ****************************************************************************/
115
116 /**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120 static bool
121 check_item_power (object *who, int item_power)
122 {
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129 }
130
131 /**
132 * This returns the sum of nrof of item (arch name).
133 */
134 static int
135 check_item (object *op, shstr_cmp item)
136 {
137 int count = 0;
138
139 if (!item)
140 return 0;
141
142 for (op = op->below; op; op = op->below)
143 if (op->arch->archname == item)
144 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
145 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
146 count += op->number_of ();
147
148 return count;
149 }
150
151 /**
152 * This removes 'nrof' of what item->slaying says to remove.
153 * op is typically the player, which is only
154 * really used to determine what space to look at.
155 * Modified to only eat 'nrof' of objects.
156 */
157 static void
158 eat_item (object *op, shstr_cmp item, uint32 nrof)
159 {
160 object *prev;
161
162 prev = op;
163 op = op->below;
164
165 while (op)
166 {
167 if (op->arch->archname == item)
168 {
169 if (op->nrof >= nrof)
170 {
171 op->decrease (nrof);
172 return;
173 }
174 else
175 {
176 op->decrease (nrof);
177 nrof -= op->nrof;
178 }
179
180 op = prev;
181 }
182
183 prev = op;
184 op = op->below;
185 }
186 }
187
188 /**
189 * Returns how many items of type improver->slaying there are under op.
190 * Will display a message if none found, and 1 if improver->slaying is NULL.
191 */
192 static int
193 check_sacrifice (object *op, const object *improver)
194 {
195 int count = 0;
196
197 if (improver->slaying)
198 {
199 count = check_item (op, improver->slaying);
200 if (count < 1)
201 {
202 op->failmsg (format ("The gods want more %ss", &improver->slaying));
203 return 0;
204 }
205 }
206 else
207 count = 1;
208
209 return count;
210 }
211
212 /**
213 * Actually improves the weapon, and tells user.
214 */
215 static int
216 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
217 {
218 stat += sacrifice_count;
219 weapon->last_eat++;
220 improver->decrease ();
221
222 /* So it updates the players stats and the window */
223 op->update_stats ();
224
225 op->statusmsg (format (
226 "Your sacrifice was accepted.\n"
227 "Weapon's bonus to %s improved by %d.",
228 statname, sacrifice_count
229 ));
230
231 return 1;
232 }
233
234 /* Types of improvements, hidden in the sp field. */
235 #define IMPROVE_PREPARE 1
236 #define IMPROVE_DAMAGE 2
237 #define IMPROVE_WEIGHT 3
238 #define IMPROVE_ENCHANT 4
239 #define IMPROVE_STR 5
240 #define IMPROVE_DEX 6
241 #define IMPROVE_CON 7
242 #define IMPROVE_WIS 8
243 #define IMPROVE_CHA 9
244 #define IMPROVE_INT 10
245 #define IMPROVE_POW 11
246
247 /**
248 * This does the prepare weapon scroll.
249 * Checks for sacrifice, and so on.
250 */
251 static int
252 prepare_weapon (object *op, object *improver, object *weapon)
253 {
254 int sacrifice_count, i;
255 char buf[MAX_BUF];
256
257 if (weapon->level != 0)
258 {
259 op->failmsg ("Weapon is already prepared!");
260 return 0;
261 }
262
263 for (i = 0; i < NROFATTACKS; i++)
264 if (weapon->resist[i])
265 break;
266
267 /* If we break out, i will be less than nrofattacks, preventing
268 * improvement of items that already have protections.
269 */
270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
272 weapon->stats.exp || /* speed */
273 weapon->stats.ac) /* AC - only taifu's I think */
274 {
275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
278 return 0;
279 }
280
281 sacrifice_count = check_sacrifice (op, improver);
282 if (sacrifice_count <= 0)
283 return 0;
284
285 weapon->level = isqrt (sacrifice_count);
286 eat_item (op, improver->slaying, sacrifice_count);
287
288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
293
294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
295 weapon->name = weapon->name_pl = buf;
296 weapon->nrof = 0; /* prevents preparing n weapons in the same
297 slot at once! */
298 improver->decrease ();
299 weapon->last_eat = 0;
300 return 1;
301 }
302
303 /**
304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
305 * This is the new improve weapon code.
306 * Returns 0 if it was not able to work for some reason.
307 *
308 * Checks if weapon was prepared, if enough potions on the floor, ...
309 *
310 * We are hiding extra information about the weapon in the level and
311 * last_eat numbers for an object. Hopefully this won't break anything ??
312 * level == max improve last_eat == current improve
313 */
314 static int
315 improve_weapon (object *op, object *improver, object *weapon)
316 {
317 int sacrifice_count, sacrifice_needed = 0;
318
319 if (improver->stats.sp == IMPROVE_PREPARE)
320 return prepare_weapon (op, improver, weapon);
321
322 if (weapon->level == 0)
323 {
324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
327 return 0;
328 }
329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
332 {
333 op->failmsg ("This weapon cannot be improved any more.");
334 return 0;
335 }
336
337 if (QUERY_FLAG (weapon, FLAG_APPLIED)
338 && !check_item_power (op, weapon->item_power + 1))
339 {
340 op->failmsg ("Improving the weapon will make it too "
341 "powerful for you to use. Unready it if you "
342 "really want to improve it.");
343 return 0;
344 }
345
346 /* This just increases damage by 5 points, no matter what. No sacrifice
347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
348 * don't put any maximum value on damage - the limit is how much the
349 * weapon can be improved.
350 */
351 if (improver->stats.sp == IMPROVE_DAMAGE)
352 {
353 weapon->stats.dam += 5;
354 weapon->weight += 5000; /* 5 KG's */
355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
356 weapon->last_eat++;
357
358 weapon->item_power++;
359 improver->decrease ();
360 return 1;
361 }
362
363 if (improver->stats.sp == IMPROVE_WEIGHT)
364 {
365 /* Reduce weight by 20% */
366 weapon->weight = (weapon->weight * 8) / 10;
367 if (weapon->weight < 1)
368 weapon->weight = 1;
369
370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
371 weapon->last_eat++;
372 weapon->item_power++;
373 improver->decrease ();
374 return 1;
375 }
376
377 if (improver->stats.sp == IMPROVE_ENCHANT)
378 {
379 weapon->magic++;
380 weapon->last_eat++;
381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
382 improver->decrease ();
383 weapon->item_power++;
384 return 1;
385 }
386
387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
388 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
389
390 if (sacrifice_needed < 1)
391 sacrifice_needed = 1;
392 sacrifice_needed *= 2;
393
394 sacrifice_count = check_sacrifice (op, improver);
395 if (sacrifice_count < sacrifice_needed)
396 {
397 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
398 return 0;
399 }
400
401 eat_item (op, improver->slaying, sacrifice_needed);
402 weapon->item_power++;
403
404 switch (improver->stats.sp)
405 {
406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
413 default:
414 op->failmsg ("Unknown improvement type.");
415 }
416
417 LOG (llevError, "improve_weapon: Got to end of function\n");
418 return 0;
419 }
420
421 /**
422 * Handles the applying of improve/prepare/enchant weapon scroll.
423 * Checks a few things (not on a non-magic square, marked weapon, ...),
424 * then calls improve_weapon to do the dirty work.
425 */
426 static int
427 check_improve_weapon (object *op, object *tmp)
428 {
429 object *otmp;
430
431 if (op->type != PLAYER)
432 return 0;
433
434 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
435 {
436 op->failmsg ("Something blocks the magic of the scroll!");
437 return 0;
438 }
439
440 otmp = find_marked_object (op);
441
442 if (!otmp)
443 {
444 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
445 return 0;
446 }
447
448 if (otmp->type != WEAPON && otmp->type != BOW)
449 {
450 op->failmsg ("Marked item is not a weapon or bow!");
451 return 0;
452 }
453
454 op->statusmsg ("Applied weapon builder.");
455
456 improve_weapon (op, tmp, otmp);
457 esrv_send_item (op, otmp);
458 return 1;
459 }
460
461 /**
462 * This code deals with the armour improvment scrolls.
463 * Change limits on improvement - let players go up to
464 * +5 no matter what level, but they are limited by item
465 * power.
466 * Try to use same improvement code as in the common/treasure.c
467 * file, so that if you make a +2 full helm, it will be just
468 * the same as one you find in a shop.
469 *
470 * deprecated comment:
471 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
472 * only 'enchantment' of armour is possible - improving
473 * the stats of a player w/ armour as well as a weapon
474 * will probably horribly unbalance the game. Magic enchanting
475 * depends on the level of the character - ie the plus
476 * value (magic) of the armour can never be increased beyond
477 * the level of the character / 10 -- rounding upish, nor may
478 * the armour value of the piece of equipment exceed either
479 * the users level or 90)
480 * Modified by MSW for partial resistance. Only support
481 * changing of physical area right now.
482 */
483 static int
484 improve_armour (object *op, object *improver, object *armour)
485 {
486 object *tmp;
487
488 if (armour->magic >= settings.armor_max_enchant)
489 {
490 op->failmsg ("This armour can not be enchanted any further!");
491 return 0;
492 }
493
494 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
495 * etc), so take the easy way out and don't worry about it.
496 * Note - maybe add scrolls which make the random artifact versions (eg, armour
497 * of gnarg and what not?)
498 */
499 if (armour->title)
500 {
501 op->failmsg ("This armour will not accept further enchantment.");
502 return 0;
503 }
504
505 /* Split objects if needed. Can't insert tmp until the
506 * end of this function - otherwise it will just re-merge.
507 */
508 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
509
510 armour->magic++;
511
512 if (!settings.armor_speed_linear)
513 {
514 int base = 100;
515 int pow = 0;
516
517 while (pow < armour->magic)
518 {
519 base = base - (base * settings.armor_speed_improvement) / 100;
520 pow++;
521 }
522
523 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
524 }
525 else
526 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
527
528 if (!settings.armor_weight_linear)
529 {
530 int base = 100;
531 int pow = 0;
532
533 while (pow < armour->magic)
534 {
535 base = base - (base * settings.armor_weight_reduction) / 100;
536 pow++;
537 }
538
539 armour->weight = (armour->arch->weight * base) / 100;
540 }
541 else
542 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
543
544 if (armour->weight <= 0)
545 {
546 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
547 armour->weight = 1;
548 }
549
550 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
551
552 if (op->type == PLAYER)
553 {
554 esrv_send_item (op, armour);
555
556 if (QUERY_FLAG (armour, FLAG_APPLIED))
557 op->update_stats ();
558 }
559
560 improver->decrease ();
561
562 if (tmp)
563 op->insert (tmp);
564
565 return 1;
566 }
567
568 /*
569 * convert_item() returns 1 if anything was converted, 0 if the item was not
570 * what the converter wants, -1 if the converter is broken.
571 *
572 * Takes one type of items and makes another.
573 * converter is the object that is doing the conversion.
574 * item is the object that triggered the converter - if it is not
575 * what the converter wants, this will not do anything.
576 */
577 int
578 convert_item (object *item, object *converter)
579 {
580 sint64 nr = 0, price_in;
581
582 if (item->flag [FLAG_UNPAID])
583 return 0;
584
585 shstr conv_from = converter->slaying;
586 archetype *conv_to = converter->other_arch;
587 sint64 need = converter->stats.food;
588 sint64 give = converter->stats.sp;
589
590 /* We make some assumptions - we assume if it takes money as it type,
591 * it wants some amount. We don't make change (ie, if something costs
592 * 3 gp and player drops a platinum, tough luck)
593 */
594 if (conv_from == shstr_money)
595 {
596 if (item->type != MONEY)
597 return 0;
598
599 nr = sint64 (item->nrof) * item->value / need;
600 if (!nr)
601 return 0;
602
603 converter->play_sound (sound_find ("shop_buy"));
604
605 sint64 cost = (nr * need + item->value - 1) / item->value;
606
607 item->decrease (cost);
608
609 price_in = cost * item->value;
610 }
611 else
612 {
613 if (item->type == PLAYER
614 || conv_from != item->arch->archname
615 || (need && need > (uint16) item->nrof))
616 return 0;
617
618 converter->play_sound (sound_find ("convert_item"));
619
620 if (need)
621 {
622 nr = sint64 (item->nrof) / need;
623 item->decrease (nr * need);
624 price_in = nr * need * item->value;
625 }
626 else
627 {
628 price_in = item->value;
629 item->destroy ();
630 }
631 }
632
633 if (converter->inv)
634 {
635 object *ob;
636 int i;
637 object *ob_to_copy;
638
639 /* select random object from inventory to copy */
640 ob_to_copy = converter->inv;
641 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
642 if (rndm (0, i) == 0)
643 ob_to_copy = ob;
644
645 item = ob_to_copy->deep_clone ();
646 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
647 unflag_inv (item, FLAG_IS_A_TEMPLATE);
648 }
649 else
650 {
651 if (!conv_to)
652 {
653 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
654 &converter->name, &converter->map->path, converter->x, converter->y);
655 return -1;
656 }
657
658 item = object_create_arch (conv_to);
659 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
660 }
661
662 if (give)
663 item->nrof = give;
664
665 if (nr)
666 item->nrof *= nr;
667
668 if (converter->flag [FLAG_PRECIOUS])
669 SET_FLAG (item, FLAG_UNPAID);
670
671 if (converter->is_in_shop ())
672 {
673 // converters on shop floors don't work anymore, bug lets check for it
674 // and report in case someone still does it.
675 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
676 converter->debug_desc ());
677 SET_FLAG (item, FLAG_UNPAID);
678 }
679 else if (price_in < sint64 (item->nrof) * item->value)
680 {
681 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
682 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
683 /**
684 * elmex: we are going to let the game continue, as the mapcreator
685 * hopefully had something in mind when doing this.
686 */
687 }
688
689 // elmex: only identify if we need to, for example so that generated money doesn't
690 // get an 'identified' flag so easily.
691 if (need_identify (item))
692 identify (item);
693
694 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
695 return 1;
696 }
697
698 /**
699 * Handle apply on containers.
700 * By Eneq(@csd.uu.se).
701 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
702 * added the alchemical cauldron to the code -b.t.
703 */
704 static int
705 apply_container (object *op, object *sack)
706 {
707 if (op->type != PLAYER || !op->contr->ns)
708 return 0; /* This might change */
709
710 if (!sack || sack->type != CONTAINER)
711 {
712 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
713 return 0;
714 }
715
716 op->contr->last_used = 0;
717
718 if (sack->env && sack->env != op)
719 {
720 op->failmsg ("You must put it onto the floor or into your inventory first.");
721 return 1;
722 }
723
724 // already applied == open on ground, or open in inv, or active in inv
725 if (sack->flag [FLAG_APPLIED])
726 {
727 if (op->container_ () == sack)
728 {
729 // open on ground or inv, so close
730 op->close_container ();
731 return 1;
732 }
733 else if (!sack->env)
734 {
735 // active, but not ours: some other player has opened it
736 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
737 return 1;
738 }
739
740 // fall through to opening it (active in inv)
741 }
742 else if (sack->env)
743 {
744 // it is in our env, so activate it, do not open yet
745 op->close_container ();
746 sack->flag [FLAG_APPLIED] = 1;
747 esrv_update_item (UPD_FLAGS, op, sack);
748 op->statusmsg (format ("You ready %s.", query_name (sack)));
749 return 1;
750 }
751
752 // it's locked?
753 if (sack->slaying)
754 {
755 if (object *tmp = find_key (op, op, sack))
756 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
757 else
758 {
759 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
760 return 1;
761 }
762 }
763
764 op->open_container (sack);
765
766 return 1;
767 }
768
769 /**
770 * Handles dropping things on altar.
771 * Returns true if sacrifice was accepted.
772 */
773 static int
774 apply_altar (object *altar, object *sacrifice, object *originator)
775 {
776 /* Only players can make sacrifices on spell casting altars. */
777 if (altar->inv && (!originator || originator->type != PLAYER))
778 return 0;
779
780 if (operate_altar (altar, &sacrifice, originator))
781 {
782 /* Simple check. Unfortunately, it means you can't cast magic bullet
783 * with an altar. We call it a Potion - altars are stationary - it
784 * is up to map designers to use them properly.
785 */
786 if (altar->inv && altar->inv->type == SPELL)
787 {
788 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
789 cast_spell (originator, altar, 0, altar->inv, NULL);
790 /* If it is connected, push the button. Fixes some problems with
791 * old maps.
792 */
793
794 /* push_button (altar);*/
795 }
796 else
797 {
798 altar->value = 1; /* works only once */
799 push_button (altar, originator);
800 }
801
802 return !sacrifice;
803 }
804 else
805 return 0;
806 }
807
808 /**
809 * Handles 'movement' of shop mats.
810 * Returns 1 if 'op' was destroyed, 0 if not.
811 * Largely re-written to not use nearly as many gotos, plus
812 * some of this code just looked plain out of date.
813 * MSW 2001-08-29
814 */
815 int
816 apply_shop_mat (object *shop_mat, object *op)
817 {
818 int rv = 0;
819 double opinion;
820 object *tmp, *next;
821
822 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
823
824 bool has_unpaid = false;
825
826 // quite inefficient to do this here twice, but the api doesn't lend itself to
827 // a quick and small change :(
828 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
829 if (item->flag [FLAG_UNPAID])
830 {
831 has_unpaid = true;
832 break;
833 }
834
835 if (!op->is_player ())
836 {
837 /* Remove all the unpaid objects that may be carried here.
838 * This could be pets or monsters that are somehow in
839 * the shop.
840 */
841 for (tmp = op->inv; tmp; tmp = next)
842 {
843 next = tmp->below;
844
845 if (QUERY_FLAG (tmp, FLAG_UNPAID))
846 {
847 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
848
849 if (i >= 0)
850 tmp->move (i);
851 }
852 }
853
854 /* Don't teleport things like spell effects */
855 if (QUERY_FLAG (op, FLAG_NO_PICK))
856 return 0;
857
858 /* unpaid objects, or non living objects, can't transfer by
859 * shop mats. Instead, put it on a nearby space.
860 */
861 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
862 {
863 /* Somebody dropped an unpaid item, just move to an adjacent place. */
864 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
865
866 if (i != -1)
867 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
868
869 return 0;
870 }
871
872 /* Removed code that checked for multipart objects - it appears that
873 * the teleport function should be able to handle this just fine.
874 */
875 rv = teleport (shop_mat, SHOP_MAT, op);
876 }
877 else if (can_pay (op) && get_payment (op))
878 {
879 /* this is only used for players */
880 rv = teleport (shop_mat, SHOP_MAT, op);
881
882 if (has_unpaid)
883 op->contr->play_sound (sound_find ("shop_buy"));
884 else if (op->is_in_shop ())
885 op->contr->play_sound (sound_find ("shop_enter"));
886 else
887 op->contr->play_sound (sound_find ("shop_leave"));
888
889 if (shop_mat->msg)
890 op->statusmsg (shop_mat->msg);
891 /* This check below is a bit simplistic - generally it should be correct,
892 * but there is never a guarantee that the bottom space on the map is
893 * actually the shop floor.
894 */
895 else if (!rv && !op->is_in_shop ())
896 {
897 opinion = shopkeeper_approval (op->map, op);
898
899 op->statusmsg (
900 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
901 : opinion >= 0.75 ? "The shopkeeper waves to you."
902 : opinion >= 0.50 ? "The shopkeeper ignores you."
903 : "The shopkeeper glares at you with contempt."
904 );
905 }
906 }
907 else
908 {
909 /* if we get here, a player tried to leave a shop but was not able
910 * to afford the items he has. We try to move the player so that
911 * they are not on the mat anymore
912 */
913 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
914
915 if (i == -1)
916 LOG (llevError, "Internal shop-mat problem.\n");
917 else
918 {
919 op->remove ();
920 op->x += freearr_x[i];
921 op->y += freearr_y[i];
922 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
923 }
924 }
925
926 CLEAR_FLAG (op, FLAG_NO_APPLY);
927 return rv;
928 }
929
930 /**
931 * Handles applying a sign.
932 */
933 static void
934 apply_sign (object *op, object *sign, int autoapply)
935 {
936 if (!op->is_player())
937 return;
938
939 if (sign->has_dialogue ())
940 {
941 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
942 return;
943 }
944
945 if (!sign->msg)
946 {
947 op->contr->infobox (MSG_CHANNEL ("examine"),
948 format ("T<%s>\n\n Nothing %sis written on it.",
949 &sign->name,
950 sign->name == sign->arch->name ? "" : "else "));
951 return;
952 }
953
954 if (sign->stats.food)
955 {
956 if (sign->last_eat >= sign->stats.food)
957 {
958 if (!sign->move_on)
959 op->failmsg ("You cannot read it anymore.");
960
961 return;
962 }
963
964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
965 sign->last_eat++;
966 }
967
968 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
969 * No way to know for sure. The presumption is basically that if
970 * move_on is zero, it needs to be manually applied (doesn't talk
971 * to us).
972 */
973 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
974 {
975 op->failmsg ("You are unable to read while blind!");
976 return;
977 }
978
979 if (op->contr)
980 if (client *ns = op->contr->ns)
981 {
982 if (sign->sound)
983 ns->play_sound (sign->sound);
984 else if (autoapply)
985 ns->play_sound (sound_find ("msg_voice"));
986
987 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
988 }
989 }
990
991 static void
992 move_apply_hole (object *trap, object *victim)
993 {
994 /* Hole not open? */
995 if (trap->stats.wc > 0)
996 return;
997
998 /* Is this a multipart monster and not the head? If so, return.
999 * Processing will happen if the head runs into the pit
1000 */
1001 if (victim->head)
1002 return;
1003
1004 // now find all possible locations and randomly pick one
1005 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1006 trap->range >= 3 ? SIZEOFFREE3 + 1
1007 : trap->range >= 2 ? SIZEOFFREE2 + 1
1008 : trap->range >= 1 ? SIZEOFFREE1 + 1
1009 : SIZEOFFREE0 + 1);
1010
1011 if (dir < 0)
1012 return;
1013
1014 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1015 victim->statusmsg ("You fall through the hole!", NDI_RED);
1016
1017 transfer_ob (victim,
1018 EXIT_X (trap) + freearr_x[dir],
1019 EXIT_Y (trap) + freearr_y[dir],
1020 0, victim);
1021 }
1022
1023 /**
1024 * Unapplies specified item.
1025 * No check done on cursed/damned.
1026 * Break this out of apply_special - this is just done
1027 * to keep the size of apply_special to a more managable size.
1028 */
1029 static bool
1030 unapply_special (object *who, object *op, int aflags)
1031 {
1032 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1033 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1034 return RESULT_INT (0);
1035
1036 if (who->current_weapon == op)
1037 who->current_weapon = 0;
1038
1039 op->flag [FLAG_APPLIED] = false;
1040
1041 switch (op->type)
1042 {
1043 case SKILL:
1044 if (player *pl = who->contr)
1045 if (op->invisible)
1046 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047 else
1048 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049
1050 change_abil (who, op);
1051 who->flag [FLAG_READY_SKILL] = false;
1052 break;
1053
1054 case WEAPON:
1055 who->statusmsg (format ("You unwield %s.", query_name (op)));
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_WEAPON] = false;
1058
1059 // unapplying a weapon or skill tool should also unapply the skill it governs
1060 // but this is hard, as it shouldn't do so when the skill can
1061 // be used for other reasons
1062 if (who->chosen_skill)
1063 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1064 unapply_special (who, op, 0);
1065
1066 break;
1067
1068 case BOW:
1069 case WAND:
1070 case ROD:
1071 case HORN:
1072 case RANGED:
1073 if (player *pl = who->contr)
1074 {
1075 who->statusmsg (format ("You unready %s.", query_name (op)));
1076 change_abil (who, op);
1077 }
1078 else
1079 {
1080 who->change_skill (0);
1081
1082 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
1084 else
1085 op->flag [FLAG_READY_RANGE] = false;
1086 }
1087
1088 break;
1089
1090 case ARMOUR:
1091 case HELMET:
1092 case SHIELD:
1093 case RING:
1094 case BOOTS:
1095 case GLOVES:
1096 case AMULET:
1097 case GIRDLE:
1098 case BRACERS:
1099 case CLOAK:
1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
1101 change_abil (who, op);
1102 break;
1103
1104 case SPELL:
1105 case BUILDER:
1106 who->statusmsg (format ("You unready %s.", query_name (op)));
1107 break;
1108
1109 //case SKILL_TOOL://TODO
1110 default:
1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
1112 break;
1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
1118
1119 who->update_stats ();
1120
1121 return 1;
1122 }
1123
1124 /**
1125 * Returns the object that is using location 'loc'.
1126 * Note that 'start' is the first object to start examing - we
1127 * then go through the below of this. In this way, you can do
1128 * something like:
1129 * tmp = get_next_item_from_body_location(who->inv, 1);
1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1131 * to find the second object that may use this location, etc.
1132 * Returns NULL if no match is found.
1133 * loc is the index into the array we are looking for a match.
1134 * don't return invisible objects unless they are skill objects
1135 * invisible other objects that use
1136 * up body locations can be used as restrictions.
1137 */
1138 static object *
1139 get_next_item_from_body_location (int loc, object *start)
1140 {
1141 for (object *tmp = start; tmp; tmp = tmp->below)
1142 if (tmp->flag [FLAG_APPLIED]
1143 && tmp->slot [loc].info
1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145 return tmp;
1146
1147 return 0;
1148 }
1149
1150 /**
1151 * 'op' wants to apply an object, but can't because of other equipment.
1152 * This should only be called when it is known
1153 * that there are objects to unapply. This makes pretty heavy
1154 * use of get_item_from_body_location. It makes no intelligent choice
1155 * on objects - rather, the first that is matched is used.
1156 * Returns 0 on success, returns 1 if there is some problem.
1157 * if aflags is AP_PRINT, we instead print out waht to unapply
1158 * instead of doing it. This is a lot less code than having
1159 * another function that does just that.
1160 */
1161
1162 #define CANNOT_REMOVE_CURSED \
1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164 "Praying over an altar, scrolls of remove curse/damnation, " \
1165 "priests or even other players might help.>"
1166
1167 static bool
1168 unapply_for_ob (object *who, object *op, int aflags)
1169 {
1170 if (op->is_range ())
1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1172 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
1174 {
1175 if (aflags & AP_PRINT)
1176 who->failmsg (query_name (tmp));
1177 else
1178 unapply_special (who, tmp, aflags);
1179 }
1180 else
1181 {
1182 /* In this case, we want to try and remove a cursed item.
1183 * While we know it won't work, we want unapply_special to
1184 * at least generate the message.
1185 */
1186 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
1187 return 1;
1188 }
1189
1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 {
1192 /* this used up a slot that we need to free */
1193 if (op->slot[i].info)
1194 {
1195 object *last = who->inv;
1196
1197 /* We do a while loop - may need to remove several items in order
1198 * to free up enough slots.
1199 */
1200 while ((who->slot[i].used + op->slot[i].info) < 0)
1201 {
1202 object *tmp = get_next_item_from_body_location (i, last);
1203
1204 if (!tmp)
1205 {
1206 #if 0
1207 /* Not a bug - we'll get this if the player has cursed items
1208 * equipped.
1209 */
1210 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1211 #endif
1212 return 1;
1213 }
1214
1215 /* If we are just printing, we don't care about cursed status */
1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
1217 {
1218 if (aflags & AP_PRINT)
1219 who->failmsg (query_name (tmp));
1220 else
1221 unapply_special (who, tmp, aflags);
1222 }
1223 else
1224 {
1225 /* Cursed item that we can't unequip - tell the player.
1226 * Note this could be annoying if this is just one of a few,
1227 * so it may not be critical (eg, putting on a ring and you have
1228 * one cursed ring.)
1229 */
1230 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
1231 }
1232
1233 last = tmp->below;
1234 }
1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1236 * return in the !tmp would have kicked in.
1237 */
1238 } /* if op is using this body location */
1239 } /* for body lcoations */
1240
1241 return 0;
1242 }
1243
1244 /**
1245 * Checks to see if 'who' can apply object 'op'.
1246 * Returns 0 if apply can be done without anything special.
1247 * Otherwise returns a bitmask - potentially several of these may be
1248 * set, but largely depends on circumstance - in the future, processing
1249 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1250 * is set, do we really care what the other flags may be?)
1251 *
1252 * See include/define.h for detailed description of the meaning of
1253 * these return values.
1254 */
1255 int
1256 can_apply_object (object *who, object *op)
1257 {
1258 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1259 return RESULT_INT (0);
1260
1261 int retval = 0;
1262 object *tmp = 0, *ws = 0;
1263
1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1265 {
1266 if (op->slot[i].info)
1267 {
1268 /* Item uses more slots than we have */
1269 if (who->slot[i].info + op->slot [i].info < 0)
1270 {
1271 /* Could return now for efficiency - rest of info below isn't
1272 * really needed.
1273 */
1274 retval |= CAN_APPLY_NEVER;
1275 }
1276 else if (who->slot[i].used + op->slot[i].info < 0)
1277 {
1278 /* in this case, equipping this would use more free spots than
1279 * we have.
1280 */
1281
1282 /* if we have an applied weapon/shield, and unapply it would free
1283 * enough slots to equip the new item, then just set "can
1284 * apply unapply". We don't care about the logic below - if you have a
1285 * shield equipped and try to equip another shield, there is only
1286 * one choice. However, the check for the number of body locations
1287 * does take into the account cases where what is being applied
1288 * may be two handed for example.
1289 */
1290 if (ws)
1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1292 {
1293 retval |= CAN_APPLY_UNAPPLY;
1294 continue;
1295 }
1296
1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1298 if (!tmp1)
1299 retval |= CAN_APPLY_NEVER;
1300 else
1301 {
1302 /* need to unapply something. However, if this something
1303 * is different than we had found before, it means they need
1304 * to apply multiple objects
1305 */
1306 retval |= CAN_APPLY_UNAPPLY;
1307
1308 if (!tmp)
1309 tmp = tmp1;
1310 else if (tmp != tmp1)
1311 retval |= CAN_APPLY_UNAPPLY_MULT;
1312
1313 /* This object isn't using up all the slots, so there must
1314 * be another. If so, and it the new item doesn't need all
1315 * the slots, the player then has a choice.
1316 */
1317 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1318 && abs (op->slot[i].info) < who->slot[i].info)
1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1320
1321 /* Does unequippint 'tmp1' free up enough slots for this to be
1322 * equipped? If not, there must be something else to unapply.
1323 */
1324 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1325 retval |= CAN_APPLY_UNAPPLY_MULT;
1326 }
1327 } /* if not enough free slots */
1328 } /* if this object uses location i */
1329 } /* for i -> num_body_locations loop */
1330
1331 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1332 * really be controlled by use of body locations. We do have
1333 * the weapon/shield checks, and the range checks for monsters,
1334 * because you can't control those just by body location - bows, shields,
1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
1336 * all use the same location.
1337 */
1338 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
1339 retval |= CAN_APPLY_RESTRICTION;
1340
1341 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
1342 retval |= CAN_APPLY_RESTRICTION;
1343
1344 if (who->type != PLAYER)
1345 {
1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
1347 retval |= CAN_APPLY_RESTRICTION;
1348
1349 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1350 retval |= CAN_APPLY_RESTRICTION;
1351
1352 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1353 retval |= CAN_APPLY_RESTRICTION;
1354
1355 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1356 retval |= CAN_APPLY_RESTRICTION;
1357 }
1358
1359 return retval;
1360 }
1361
1362 /**
1363 * who is the object using the object. It can be a monster.
1364 * op is the object they are using. op is an equipment type item,
1365 * eg, one which you put on and keep on for a while, and not something
1366 * like a potion or scroll.
1367 *
1368 * function returns 1 if the action could not be completed, 0 on
1369 * success. However, success is a matter of meaning - if the
1370 * user passes the 'apply' flag to an object already applied,
1371 * nothing is done, and 0 is returned.
1372 *
1373 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1374 * AP_UNAPPLY=always unapply).
1375 *
1376 * Optional flags:
1377 * AP_NO_MERGE: don't merge an unapplied object with other objects
1378 * AP_IGNORE_CURSE: unapply cursed items
1379 * AP_NO_READY: do not ready skills when applying skill tools
1380 *
1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1382 *
1383 * apply_special() doesn't check for unpaid items.
1384 */
1385
1386 #define LACK_ITEM_POWER \
1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388
1389 static bool
1390 apply_special (object *who, object *op, int aflags)
1391 {
1392 int basic_flag = aflags & AP_MODE;
1393 object *tmp, *tmp2, *skop = NULL;
1394
1395 if (who == NULL)
1396 {
1397 LOG (llevError, "apply_special() from object without environment.\n");
1398 return 1;
1399 }
1400
1401 //TODO: remove these when apply_special is no longer exposed
1402 if (op->env != who)
1403 return 1; /* op is not in inventory */
1404
1405 /* trying to unequip op */
1406 if (QUERY_FLAG (op, FLAG_APPLIED))
1407 {
1408 /* always apply, so no reason to unapply */
1409 if (basic_flag == AP_APPLY)
1410 return 0;
1411
1412 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
1413 {
1414 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
1415 return 1;
1416 }
1417
1418 return unapply_special (who, op, aflags);
1419 }
1420 else if (basic_flag == AP_UNAPPLY)
1421 return 0;
1422
1423 splay (op);
1424
1425 /* Can't just apply this object. Lets see what not and what to do */
1426 if (int i = can_apply_object (who, op))
1427 {
1428 if (i & CAN_APPLY_NEVER)
1429 {
1430 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
1431 return 1;
1432 }
1433 else if (i & CAN_APPLY_RESTRICTION)
1434 {
1435 who->failmsg (format (
1436 "You have a prohibition against using a %s. "
1437 "H<Your belief, profession or class prevents you from applying this item.>",
1438 query_name (op)
1439 ));
1440 return 1;
1441 }
1442
1443 if (who->type != PLAYER)
1444 {
1445 /* Some error, so don't try to equip something more */
1446 if (unapply_for_ob (who, op, aflags))
1447 return 1;
1448 }
1449 else
1450 {
1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1452 {
1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1454 unapply_for_ob (who, op, AP_PRINT);
1455 return 1;
1456 }
1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1458 if (unapply_for_ob (who, op, aflags))
1459 return 1;
1460 }
1461 }
1462
1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1464 {
1465 // try to ready attached skill first
1466 skop = find_skill_by_name (who, op->skill);
1467
1468 if (!skop)
1469 {
1470 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
1471 return 1;
1472 }
1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1474 {
1475 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1476 return 1;
1477 }
1478 }
1479
1480 if (!check_item_power (who, op->item_power))
1481 {
1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1483 return 1;
1484 }
1485
1486 /* Ok. We are now at the state where we can apply the new object.
1487 * Note that we don't have the checks for can_use_...
1488 * below - that is already taken care of by can_apply_object.
1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1493
1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495 return RESULT_INT (0);
1496
1497 switch (op->type)
1498 {
1499 case WEAPON:
1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1501 {
1502 /* if the weapon does not have the name as the character, can't use it. */
1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1504 who->failmsg ("The weapon does not recognize you as its owner. "
1505 "H<Its name indicates that it belongs to somebody else.>");
1506 if (tmp) who->insert (tmp);
1507 return 1;
1508 }
1509
1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
1515 change_abil (who, op);
1516 }
1517 else
1518 who->change_skill (skop);
1519
1520 op->flag [FLAG_READY_WEAPON] = true;
1521 break;
1522
1523 case ARMOUR:
1524 case HELMET:
1525 case SHIELD:
1526 case BOOTS:
1527 case GLOVES:
1528 case GIRDLE:
1529 case BRACERS:
1530 case CLOAK:
1531 case RING:
1532 case AMULET:
1533 SET_FLAG (op, FLAG_APPLIED);
1534 who->statusmsg (format ("You wear %s.", query_name (op)));
1535 change_abil (who, op);
1536 break;
1537
1538 case SKILL_TOOL:
1539 // applying a skill tool does not ready the skill
1540 // if something needs the skill, it has to ready it itself
1541 //TODO: unapplying should unapply the skill, though
1542 SET_FLAG (op, FLAG_APPLIED);
1543 break;
1544
1545 case SKILL:
1546 if (!(aflags & AP_NO_SLOT))
1547 {
1548 // skill is used on it's own, as opposed to being a chosen_skill
1549
1550 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1551 {
1552 who->failmsg (format (
1553 "You feel as if you wanted to do something funny, but you can't remember what. "
1554 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1555 "It cannot be used on its own.>",
1556 &op->skill
1557 ));
1558 if (tmp) who->insert (tmp);
1559 return 1;
1560 }
1561
1562 if (skill_flags [op->subtype] & SF_AUTARK
1563 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564 {
1565 if (skill_flags [op->subtype] & SF_USE)
1566 who->failmsg (format (
1567 "You feel as if you wanted to do something funny, but you can't remember what. "
1568 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569 &op->skill, &op->skill
1570 ));
1571 else
1572 who->failmsg (format (
1573 "You feel as if you wanted to do something funny, but you can't remember what. "
1574 "H<The %s skill cannot be readied or used, it is always active.>",
1575 &op->skill
1576 ));
1577
1578 if (tmp) who->insert (tmp);
1579
1580 return 1;
1581 }
1582
1583 if (who->contr)
1584 if (op->invisible)
1585 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1586 else
1587 who->statusmsg (format ("You ready %s.", query_name (op)));
1588 }
1589
1590 SET_FLAG (who, FLAG_READY_SKILL);
1591 SET_FLAG (op, FLAG_APPLIED);
1592 change_abil (who, op);
1593 break;
1594
1595 case BOW:
1596 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1597 {
1598 who->failmsg ("The weapon does not recognize you as its owner. "
1599 "H<Its name indicates that it belongs to somebody else.>");
1600 if (tmp) who->insert (tmp);
1601 return 1;
1602 }
1603
1604 if (player *pl = who->contr)
1605 {
1606 op->flag [FLAG_APPLIED] = true;
1607 who->statusmsg (format ("You wield the %s.", query_name (op)));
1608 change_abil (who, op);
1609 }
1610 break;
1611
1612 case RANGED:
1613 if (player *pl = who->contr)
1614 {
1615 op->flag [FLAG_APPLIED] = true;
1616 who->statusmsg (format ("You applied the %s.", query_name (op)));
1617 }
1618 break;
1619
1620 case SPELL:
1621 if (player *pl = who->contr)
1622 {
1623 op->flag [FLAG_APPLIED] = true;
1624 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625 }
1626 break;
1627
1628 /*FALLTHROUGH*/
1629 case WAND:
1630 case ROD:
1631 case HORN:
1632 /* check for skill, alter player status */
1633
1634 if (!skop)
1635 {
1636 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1637 if (tmp) who->insert (tmp);
1638 return 1;
1639 }
1640
1641 op->flag [FLAG_APPLIED] = true;
1642
1643 if (player *pl = who->contr)
1644 {
1645 who->statusmsg (format ("You ready %s.", query_name (op)));
1646
1647 if (op->type == BOW)
1648 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1649
1650 change_abil (who, op);
1651 }
1652 else
1653 {
1654 who->change_skill (skop);
1655
1656 if (op->type == BOW)
1657 op->flag [FLAG_READY_BOW ] = true;
1658 else
1659 op->flag [FLAG_READY_RANGE] = true;
1660 }
1661
1662 break;
1663
1664 case BUILDER:
1665 if (player *pl = who->contr)
1666 {
1667 who->statusmsg (format ("You ready your %s.", query_name (op)));
1668 //TODO: change_abil?
1669 }
1670 break;
1671
1672 default:
1673 who->statusmsg (format ("You apply %s.", query_name (op)));
1674 }
1675
1676 SET_FLAG (op, FLAG_APPLIED);
1677
1678 if (tmp) who->insert (tmp);
1679
1680 who->update_stats ();
1681
1682 /* We exclude spell casting objects. The fire code will set the
1683 * been applied flag when they are used - until that point,
1684 * you don't know anything about them.
1685 */
1686 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1687 SET_FLAG (op, FLAG_BEEN_APPLIED);
1688
1689 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1690 if (who->type == PLAYER)
1691 {
1692 who->failmsg (
1693 "Oops, it feels deadly cold! "
1694 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1695 );
1696 SET_FLAG (op, FLAG_KNOWN_CURSED);
1697 }
1698
1699 if (object *pl = op->visible_to ())
1700 esrv_send_item (pl, op);
1701
1702 return 0;
1703 }
1704
1705 /**
1706 * Check if op should abort moving victim because of it's race or slaying.
1707 * Returns 1 if it should abort, returns 0 if it should continue.
1708 */
1709 int
1710 should_director_abort (object *op, object *victim)
1711 {
1712 int arch_flag, name_flag, race_flag;
1713
1714 /* Get flags to determine what of arch, name, and race should be checked.
1715 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1716 * the next is the name flag, and the last is the race flag. Also note,
1717 * if subtype is set to zero, that also goes to defaults of all affecting
1718 * it. Examples:
1719 * subtype 1: only arch
1720 * subtype 3: arch or name
1721 * subtype 5: arch or race
1722 * subtype 7: all three
1723 */
1724 if (op->subtype)
1725 {
1726 arch_flag = op->subtype & 1;
1727 name_flag = op->subtype & 2;
1728 race_flag = op->subtype & 4;
1729 }
1730 else
1731 {
1732 arch_flag = 1;
1733 name_flag = 1;
1734 race_flag = 1;
1735 }
1736
1737 /* If the director has race set, only affect objects with a arch,
1738 * name or race that matches.
1739 */
1740 if ((op->race) &&
1741 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1742 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1743 ((!(victim->race && race_flag) || op->race != victim->race)))
1744 return 1;
1745
1746 /* If the director has slaying set, only affect objects where none
1747 * of arch, name, or race match.
1748 */
1749 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1750 ((victim->name && name_flag && op->slaying == victim->name)) ||
1751 ((victim->race && race_flag && op->slaying == victim->race)))
1752 return 1;
1753
1754 return 0;
1755 }
1756
1757 /**
1758 * This handles a player dropping money on an altar to identify stuff.
1759 * It'll identify marked item, if none all items up to dropped money.
1760 * Return value: 1 if money was destroyed, 0 if not.
1761 */
1762 static int
1763 apply_id_altar (object *money, object *altar, object *pl)
1764 {
1765 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1766
1767 if (!pl || pl->type != PLAYER)
1768 return 0;
1769
1770 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1771 * identifying' from being printed out more than it needs to be.
1772 */
1773 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1774 return 0;
1775
1776 /* if the player has a marked item, identify that if it needs to be
1777 * identified. If it doesn't, then go through the player inventory.
1778 */
1779 if (object *marked = find_marked_object (pl))
1780 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1781 {
1782 if (operate_altar (altar, &money, pl))
1783 {
1784 identify (marked);
1785
1786 buf.printf ("You have %s.\r", long_desc (marked, pl));
1787 if (marked->msg)
1788 buf << "The item has a story:\r" << marked->msg << "\n\n";
1789
1790 return !money;
1791 }
1792 }
1793
1794 for (object *id = pl->inv; id; id = id->below)
1795 {
1796 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1797 {
1798 if (operate_altar (altar, &money, pl))
1799 {
1800 identify (id);
1801
1802 buf.printf ("You have %s.\r", long_desc (id, pl));
1803 if (id->msg)
1804 buf << "The item has a story:\r" << id->msg << "\n\n";
1805
1806 /* If no more money, might as well quit now */
1807 if (!money || !check_altar_sacrifice (altar, money))
1808 break;
1809 }
1810 else
1811 {
1812 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1813 break;
1814 }
1815 }
1816 }
1817
1818 if (buf.empty ())
1819 pl->failmsg ("You have nothing that needs identifying");
1820 else
1821 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1822
1823 return !money;
1824 }
1825
1826 /**
1827 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1828 * matching item.
1829 **/
1830 void
1831 handle_apply_yield (object *tmp)
1832 {
1833 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1834 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1835 }
1836
1837 /**
1838 * Handles applying a potion.
1839 */
1840 int
1841 apply_potion (object *op, object *tmp)
1842 {
1843 int got_one = 0, i;
1844 object *force = 0;
1845
1846 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1847
1848 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1849 {
1850 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1851
1852 CLEAR_FLAG (tmp, FLAG_APPLIED);
1853 return 0;
1854 }
1855
1856 if (op->type == PLAYER)
1857 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1858 identify (tmp);
1859
1860 handle_apply_yield (tmp);
1861
1862 /* Potion of restoration - only for players */
1863 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1864 {
1865 object *depl;
1866 archetype *at;
1867
1868 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1869 {
1870 op->drain_stat ();
1871 op->update_stats ();
1872 tmp->decrease ();
1873 return 1;
1874 }
1875
1876 if (!(at = archetype::find (shstr_depletion)))
1877 {
1878 LOG (llevError, "Could not find archetype depletion\n");
1879 return 0;
1880 }
1881
1882 depl = present_arch_in_ob (at, op);
1883
1884 if (depl)
1885 {
1886 for (i = 0; i < NUM_STATS; i++)
1887 if (depl->stats.stat (i))
1888 op->statusmsg (restore_msg[i]);
1889
1890 depl->destroy ();
1891 op->update_stats ();
1892 }
1893 else
1894 op->statusmsg ("Your potion had no effect.");
1895
1896 tmp->decrease ();
1897 return 1;
1898 }
1899
1900 /* improvement potion - only for players */
1901 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1902 {
1903 for (i = 1; i < min (11, op->level); i++)
1904 {
1905 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1906 {
1907 if (op->contr->levhp[i] != 1)
1908 {
1909 op->contr->levhp[i] = 1;
1910 break;
1911 }
1912
1913 if (op->contr->levsp[i] != 1)
1914 {
1915 op->contr->levsp[i] = 1;
1916 break;
1917 }
1918
1919 if (op->contr->levgrace[i] != 1)
1920 {
1921 op->contr->levgrace[i] = 1;
1922 break;
1923 }
1924 }
1925 else
1926 {
1927 if (op->contr->levhp[i] < 9)
1928 {
1929 op->contr->levhp[i] = 9;
1930 break;
1931 }
1932
1933 if (op->contr->levsp[i] < 6)
1934 {
1935 op->contr->levsp[i] = 6;
1936 break;
1937 }
1938
1939 if (op->contr->levgrace[i] < 3)
1940 {
1941 op->contr->levgrace[i] = 3;
1942 break;
1943 }
1944 }
1945 }
1946
1947 /* Just makes checking easier */
1948 if (i < min (11, op->level))
1949 got_one = 1;
1950
1951 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1952 {
1953 if (got_one)
1954 {
1955 op->update_stats ();
1956 op->statusmsg ("The Gods smile upon you and remake you "
1957 "a little more in their image. "
1958 "You feel a little more perfect.", NDI_GREEN);
1959 }
1960 else
1961 op->statusmsg ("The potion had no effect - you are already perfect.");
1962 }
1963 else
1964 { /* cursed potion */
1965 if (got_one)
1966 {
1967 op->update_stats ();
1968 op->failmsg ("The Gods are angry and punish you.");
1969 }
1970 else
1971 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1972 }
1973
1974 tmp->decrease ();
1975 return 1;
1976 }
1977
1978
1979 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1980 * and heroism all fit into this category. Given the spell object code,
1981 * there is no limit to the number of spells that potions can be cast,
1982 * but direction is problematic to try and imbue fireball potions for example.
1983 */
1984 if (tmp->inv)
1985 {
1986 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1987 {
1988 op->failmsg ("Yech! Your lungs are on fire!");
1989 create_exploding_ball_at (op, op->level);
1990 }
1991 else
1992 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1993
1994 tmp->decrease ();
1995
1996 /* if youre dead, no point in doing this... */
1997 if (!QUERY_FLAG (op, FLAG_REMOVED))
1998 op->update_stats ();
1999
2000 return 1;
2001 }
2002
2003 /* Deal with protection potions */
2004 force = NULL;
2005 for (i = 0; i < NROFATTACKS; i++)
2006 {
2007 if (tmp->resist[i])
2008 {
2009 if (!force)
2010 force = get_archetype (FORCE_NAME);
2011
2012 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2013 force->type = POTION_EFFECT;
2014 break; /* Only need to find one protection since we copy entire batch */
2015 }
2016 }
2017
2018 /* This is a protection potion */
2019 if (force)
2020 {
2021 /* cursed items last longer */
2022 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2023 {
2024 force->stats.food *= 10;
2025 for (i = 0; i < NROFATTACKS; i++)
2026 if (force->resist[i] > 0)
2027 force->resist[i] = -force->resist[i]; /* prot => vuln */
2028 }
2029
2030 force->speed_left = -1;
2031 force = insert_ob_in_ob (force, op);
2032 CLEAR_FLAG (tmp, FLAG_APPLIED);
2033 SET_FLAG (force, FLAG_APPLIED);
2034 change_abil (op, force);
2035 tmp->decrease ();
2036 return 1;
2037 }
2038
2039 /* Only thing left are the stat potions */
2040 if (op->type == PLAYER)
2041 { /* only for players */
2042 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2043 || QUERY_FLAG (tmp, FLAG_DAMNED))
2044 && tmp->value != 0)
2045 CLEAR_FLAG (tmp, FLAG_APPLIED);
2046 else
2047 SET_FLAG (tmp, FLAG_APPLIED);
2048
2049 if (!change_abil (op, tmp))
2050 op->statusmsg ("Nothing happened.");
2051 }
2052
2053 /* CLEAR_FLAG is so that if the character has other potions
2054 * that were grouped with the one consumed, his
2055 * stat will not be raised by them. fix_player just clears
2056 * up all the stats.
2057 */
2058 CLEAR_FLAG (tmp, FLAG_APPLIED);
2059 op->update_stats ();
2060 tmp->decrease ();
2061 return 1;
2062 }
2063
2064 /**
2065 * 'victim' moves onto 'trap'
2066 * 'victim' leaves 'trap'
2067 * effect is determined by move_on/move_off of trap and move_type of victime.
2068 *
2069 * originator: Player, monster or other object that caused 'victim' to move
2070 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2071 * However, some types of traps require an originator to function.
2072 */
2073 void
2074 move_apply (object *trap, object *victim, object *originator)
2075 {
2076 static int recursion_depth = 0;
2077
2078 /* Only exits affect DMs. */
2079 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2080 return;
2081
2082 /* move_apply() is the most likely candidate for causing unwanted and
2083 * possibly unlimited recursion.
2084 */
2085 /* The following was changed because it was causing perfectly correct
2086 * maps to fail. 1) it's not an error to recurse:
2087 * rune detonates, summoning monster. monster lands on nearby rune.
2088 * nearby rune detonates. This sort of recursion is expected and
2089 * proper. This code was causing needless crashes.
2090 */
2091 if (recursion_depth >= 500)
2092 {
2093 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2094 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2095 return;
2096 }
2097
2098 recursion_depth++;
2099 if (trap->head)
2100 trap = trap->head;
2101
2102 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2103 switch (trap->type)
2104 {
2105 case PLAYERMOVER:
2106 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2107 {
2108 if (!trap->stats.maxsp)
2109 trap->stats.maxsp = 2;
2110
2111 /* Is this correct? From the docs, it doesn't look like it
2112 * should be divided by trap->speed
2113 */
2114 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2115
2116 /* Just put in some sanity check. I think there is a bug in the
2117 * above with some objects have zero speed, and thus the player
2118 * getting permanently paralyzed.
2119 */
2120 if (victim->speed_left < -50.f)
2121 victim->speed_left = -50.f;
2122 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2123 }
2124 break;
2125
2126 case SPINNER:
2127 if (victim->direction)
2128 {
2129 victim->direction = absdir (victim->direction - trap->stats.sp);
2130 update_turn_face (victim);
2131 }
2132 break;
2133
2134 case DIRECTOR:
2135 if (victim->direction && !should_director_abort (trap, victim))
2136 {
2137 victim->direction = trap->stats.sp;
2138 update_turn_face (victim);
2139 }
2140 break;
2141
2142 case BUTTON:
2143 case PEDESTAL:
2144 case T_MATCH:
2145 update_button (trap, originator);
2146 break;
2147
2148 case ALTAR:
2149 /* sacrifice victim on trap */
2150 apply_altar (trap, victim, originator);
2151 break;
2152
2153 case THROWN_OBJ:
2154 if (trap->inv == NULL)
2155 break;
2156 /* fallthrough */
2157
2158 case ARROW:
2159 /* bad bug: monster throw a object, make a step forwards, step on object ,
2160 * trigger this here and get hit by own missile - and will be own enemy.
2161 * Victim then is his own enemy and will start to kill herself (this is
2162 * removed) but we have not synced victim and his missile. To avoid senseless
2163 * action, we avoid hits here
2164 */
2165 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2166 && trap->owner != victim)
2167 hit_with_arrow (trap, victim);
2168 break;
2169
2170 case SPELL_EFFECT:
2171 apply_spell_effect (trap, victim);
2172 break;
2173
2174 case TRAPDOOR:
2175 {
2176 int max, sound_was_played;
2177 object *ab, *ab_next;
2178
2179 if (!trap->value)
2180 {
2181 int tot;
2182
2183 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2184 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2185 tot += ab->head_ ()->total_weight ();
2186
2187 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2188 break;
2189
2190 SET_ANIMATION (trap, trap->value);
2191 update_object (trap, UP_OBJ_FACE);
2192 }
2193
2194 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2195 {
2196 /* need to set this up, since if we do transfer the object,
2197 * ab->above would be bogus
2198 */
2199 ab_next = ab->above;
2200
2201 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2202 {
2203 if (!sound_was_played)
2204 {
2205 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2206 sound_was_played = 1;
2207 }
2208
2209 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2210 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2211 }
2212 }
2213 break;
2214 }
2215
2216 case CONVERTER:
2217 if (convert_item (victim, trap) < 0)
2218 {
2219 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2220 archetype::get (shstr_burnout)->insert_at (trap, trap);
2221 }
2222
2223 break;
2224
2225 case TRIGGER_BUTTON:
2226 case TRIGGER_PEDESTAL:
2227 case TRIGGER_ALTAR:
2228 check_trigger (trap, victim, originator);
2229 break;
2230
2231 case DEEP_SWAMP:
2232 walk_on_deep_swamp (trap, victim);
2233 break;
2234
2235 case CHECK_INV:
2236 check_inv (victim, trap);
2237 break;
2238
2239 case HOLE:
2240 move_apply_hole (trap, victim);
2241 break;
2242
2243 case EXIT:
2244 if (victim->type == PLAYER && EXIT_PATH (trap))
2245 {
2246 /* Basically, don't show exits leading to random maps the
2247 * players output.
2248 */
2249 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2250 victim->statusmsg (trap->msg, NDI_NAVY);
2251
2252 trap->play_sound (trap->sound);
2253 victim->enter_exit (trap);
2254 }
2255 break;
2256
2257 case ENCOUNTER:
2258 /* may be some leftovers on this */
2259 break;
2260
2261 case SHOP_MAT:
2262 apply_shop_mat (trap, victim);
2263 break;
2264
2265 /* Drop a certain amount of gold, and have one item identified */
2266 case IDENTIFY_ALTAR:
2267 apply_id_altar (victim, trap, originator);
2268 break;
2269
2270 case SIGN:
2271 if (victim->type != PLAYER && trap->stats.food > 0)
2272 break; /* monsters musn't apply magic_mouths with counters */
2273
2274 apply_sign (victim, trap, 1);
2275 break;
2276
2277 case CONTAINER:
2278 apply_container (victim, trap);
2279 break;
2280
2281 case RUNE:
2282 case TRAP:
2283 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2284 spring_trap (trap, victim);
2285 break;
2286
2287 default:
2288 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2289 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2290 break;
2291 }
2292
2293 recursion_depth--;
2294 }
2295
2296 /**
2297 * Handles reading a regular (ie not containing a spell) book.
2298 */
2299 static void
2300 apply_book (object *op, object *tmp)
2301 {
2302 int lev_diff;
2303 object *skill_ob;
2304
2305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2306 {
2307 op->failmsg ("You are unable to read while blind!");
2308 return;
2309 }
2310
2311 if (!tmp->msg)
2312 {
2313 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2314 return;
2315 }
2316
2317 /* need a literacy skill to read stuff! */
2318 skill_ob = find_skill_by_name (op, tmp->skill);
2319 if (!skill_ob)
2320 {
2321 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2322 return;
2323 }
2324
2325 lev_diff = tmp->level - (skill_ob->level + 5);
2326 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2327 {
2328 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2329 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2330 : lev_diff < 5 ? "This book is beyond your comprehension."
2331 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2332 : lev_diff < 15 ? "This book is way beyond your comprehension."
2333 : "This book is totally beyond your comprehension.");
2334 return;
2335 }
2336
2337 // we currently don't use the message types for anything.
2338 // readable_message_type *msgType = get_readable_message_type (tmp);
2339
2340 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2341
2342 if (player *pl = op->contr)
2343 if (client *ns = pl->ns)
2344 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2345
2346 /* gain xp from reading */
2347 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2348 { /* only if not read before */
2349 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2350
2351 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2352 {
2353 /*exp_gain *= 2; because they just identified it too */
2354 SET_FLAG (tmp, FLAG_IDENTIFIED);
2355
2356 if (object *pl = tmp->visible_to ())
2357 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2358 }
2359
2360 change_exp (op, exp_gain, skill_ob->skill, 0);
2361 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2362 }
2363 }
2364
2365 /**
2366 * op made some mistake with a scroll, this takes care of punishment.
2367 * scroll_failure()- hacked directly from spell_failure
2368 */
2369 static void
2370 scroll_failure (object *op, int failure, int power)
2371 {
2372 if (abs (failure / 4) > power)
2373 power = abs (failure / 4); /* set minimum effect */
2374
2375 if (failure <= -1 && failure > -15)
2376 { /* wonder */
2377 object *tmp;
2378
2379 op->failmsg ("Your spell warps!");
2380 tmp = get_archetype (SPELL_WONDER);
2381 cast_wonder (op, op, 0, tmp);
2382 tmp->destroy ();
2383 }
2384 else if (failure <= -15 && failure > -35)
2385 { /* drain mana */
2386 op->failmsg ("Your mana is drained!");
2387 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2388 if (op->stats.sp < 0)
2389 op->stats.sp = 0;
2390 }
2391 else if (settings.spell_failure_effects == TRUE)
2392 {
2393 if (failure <= -35 && failure > -60)
2394 { /* confusion */
2395 op->failmsg ("The magic recoils on you!");
2396 confuse_player (op, op, power);
2397 }
2398 else if (failure <= -60 && failure > -70)
2399 { /* paralysis */
2400 op->failmsg ("The magic recoils and paralyzes you!");
2401 paralyze_player (op, op, power);
2402 }
2403 else if (failure <= -70 && failure > -80)
2404 { /* blind */
2405 op->failmsg ("The magic recoils on you!");
2406 blind_player (op, op, power);
2407 }
2408 else if (failure <= -80)
2409 { /* blast the immediate area */
2410 object *tmp = get_archetype (LOOSE_MANA);
2411 cast_magic_storm (op, tmp, power);
2412 op->failmsg ("You unleash uncontrolled mana!");
2413 tmp->destroy ();
2414 }
2415 }
2416 }
2417
2418 /**
2419 * Handles the applying of a skill scroll, calling learn_skill straight.
2420 * op is the person learning the skill, tmp is the skill scroll object
2421 */
2422 static void
2423 apply_skillscroll (object *op, object *tmp)
2424 {
2425 switch (learn_skill (op, tmp))
2426 {
2427 case 0:
2428 op->play_sound (sound_find ("generic_fail"));
2429 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2430 break;
2431
2432 case 1:
2433 tmp->decrease ();
2434 op->play_sound (sound_find ("skill_learn"));
2435 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2436 break;
2437
2438 default:
2439 tmp->decrease ();
2440 op->play_sound (sound_find ("generic_fail"));
2441 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2442 break;
2443 }
2444 }
2445
2446 /**
2447 * Actually makes op learn spell.
2448 * Informs player of what happens.
2449 */
2450 void
2451 do_learn_spell (object *op, object *spell, int special_prayer)
2452 {
2453 object *tmp;
2454
2455 if (op->type != PLAYER)
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2458 return;
2459 }
2460
2461 /* Upgrade special prayers to normal prayers */
2462 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2463 {
2464 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2465 {
2466 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2467 return;
2468 }
2469 return;
2470 }
2471
2472 op->contr->play_sound (sound_find ("learn_spell"));
2473
2474 tmp = spell->clone ();
2475 insert_ob_in_ob (tmp, op);
2476
2477 if (special_prayer)
2478 SET_FLAG (tmp, FLAG_STARTEQUIP);
2479
2480 esrv_add_spells (op->contr, tmp);
2481 }
2482
2483 /**
2484 * Erases spell from player's inventory.
2485 */
2486 void
2487 do_forget_spell (object *op, const char *spell)
2488 {
2489 object *spob;
2490
2491 if (op->type != PLAYER)
2492 {
2493 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2494 return;
2495 }
2496 if ((spob = check_spell_known (op, spell)) == NULL)
2497 {
2498 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2499 return;
2500 }
2501
2502 op->failmsg (format ("You lose knowledge of %s.", spell));
2503 esrv_remove_spell (op->contr, spob);
2504 spob->destroy ();
2505 }
2506
2507 /**
2508 * Handles player applying a spellbook.
2509 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2510 * stuff like that. Random learning failure too.
2511 */
2512 static void
2513 apply_spellbook (object *op, object *tmp)
2514 {
2515 object *skop, *spell, *spell_skill;
2516
2517 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2518 {
2519 op->failmsg ("You are unable to read while blind.");
2520 return;
2521 }
2522
2523 /* artifact_spellbooks have 'slaying' field point to a spell name,
2524 * instead of having their spell stored in stats.sp. These are
2525 * legacy spellbooks
2526 */
2527 if (tmp->slaying)
2528 {
2529 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2530
2531 if (!spell)
2532 {
2533 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2534 return;
2535 }
2536 else
2537 insert_ob_in_ob (spell, tmp);
2538
2539 tmp->slaying = 0;
2540 }
2541
2542 skop = find_skill_by_name (op, tmp->skill);
2543
2544 /* need a literacy skill to learn spells. Also, having a literacy level
2545 * lower than the spell will make learning the spell more difficult */
2546 if (!skop)
2547 {
2548 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2549 return;
2550 }
2551
2552 spell = tmp->inv;
2553
2554 if (!spell)
2555 {
2556 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2557 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2558 return;
2559 }
2560
2561 int learn_level = sqrtf (spell->level) * 1.5f;
2562 if (skop->level < learn_level)
2563 {
2564 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2565 &tmp->skill, learn_level));
2566 return;
2567 }
2568
2569 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2570
2571 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2572 identify (tmp);
2573
2574 /* I removed the check for special_prayer_mark here - it didn't make
2575 * a lot of sense - special prayers are not found in spellbooks, and
2576 * if the player doesn't know the spell, doesn't make a lot of sense that
2577 * they would have a special prayer mark.
2578 */
2579 if (check_spell_known (op, spell->name))
2580 {
2581 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2582 return;
2583 }
2584
2585 if (spell->skill)
2586 {
2587 spell_skill = find_skill_by_name (op, spell->skill);
2588
2589 if (!spell_skill)
2590 {
2591 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2592 return;
2593 }
2594
2595 if (spell_skill->level < spell->level)
2596 {
2597 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2598 return;
2599 }
2600 }
2601
2602 /* Logic as follows
2603 *
2604 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2605 *
2606 * 2- The learner's skill level in literacy adjusts the chance to learn
2607 * a spell.
2608 *
2609 * 3 -Automatically fail to learn if you read while confused
2610 *
2611 * Overall, chances are the same but a player will find having a high
2612 * literacy rate very useful! -b.t.
2613 */
2614 if (QUERY_FLAG (op, FLAG_CONFUSED))
2615 {
2616 op->failmsg ("In your confused state you flub the wording of the text!");
2617 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2618 }
2619 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2620 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2621 {
2622 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2623 do_learn_spell (op, spell, 0);
2624
2625 /* xp gain to literacy for spell learning */
2626 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2627 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2628 }
2629 else
2630 {
2631 op->contr->play_sound (sound_find ("fumble_spell"));
2632 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2633 }
2634
2635 tmp->decrease ();
2636 }
2637
2638 /**
2639 * Handles applying a spell scroll.
2640 */
2641 void
2642 apply_scroll (object *op, object *tmp, int dir)
2643 {
2644 object *skop;
2645
2646 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2647 {
2648 op->failmsg ("You are unable to read while blind.");
2649 return;
2650 }
2651
2652 if (!tmp->inv || tmp->inv->type != SPELL)
2653 {
2654 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2655 return;
2656 }
2657
2658 if (op->type == PLAYER)
2659 {
2660 /* players need a literacy skill to read stuff! */
2661 int exp_gain = 0;
2662
2663 /* hard code literacy - tmp->skill points to where the exp
2664 * should go for anything killed by the spell.
2665 */
2666 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2667
2668 if (!skop)
2669 {
2670 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2671 return;
2672 }
2673
2674 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2675 change_exp (op, exp_gain, skop->skill, 0);
2676 }
2677
2678 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2679 identify (tmp);
2680
2681 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2682
2683 cast_spell (op, tmp, dir, tmp->inv, NULL);
2684 tmp->decrease ();
2685 }
2686
2687 /**
2688 * Applies a treasure object - by default, chest. op
2689 * is the person doing the applying, tmp is the treasure
2690 * chest.
2691 */
2692 static void
2693 apply_treasure (object *op, object *tmp)
2694 {
2695 /* Nice side effect of this treasure creation method is that the treasure
2696 * for the chest is done when the chest is created, and put into the chest
2697 * inventory. So that when the chest burns up, the items still exist. Also
2698 * prevents people from moving chests to more difficult maps to get better
2699 * treasure
2700 */
2701 object *treas = tmp->inv;
2702
2703 if (!treas)
2704 {
2705 op->statusmsg ("The chest was empty.");
2706 tmp->decrease ();
2707 return;
2708 }
2709
2710 while (tmp->inv)
2711 {
2712 treas = tmp->inv;
2713 treas->remove ();
2714
2715 treas->x = op->x;
2716 treas->y = op->y;
2717 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2718
2719 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2720 spring_trap (treas, op);
2721
2722 /* If either player or container was destroyed, no need to do
2723 * further processing. I think this should be enclused with
2724 * spring trap above, as I don't think there is otherwise
2725 * any way for the treasure chest or player to get killed.
2726 */
2727 if (op->destroyed () || tmp->destroyed ())
2728 break;
2729 }
2730
2731 if (!tmp->destroyed () && !tmp->inv)
2732 tmp->decrease (true);
2733 }
2734
2735 /**
2736 * A dragon is eating some flesh. If the flesh contains resistances,
2737 * there is a chance for the dragon's skin to get improved.
2738 *
2739 * attributes:
2740 * object *op the object (dragon player) eating the flesh
2741 * object *meal the flesh item, getting chewed in dragon's mouth
2742 * return:
2743 * int 1 if eating successful, 0 if it doesn't work
2744 */
2745 static int
2746 dragon_eat_flesh (object *op, object *meal)
2747 {
2748 object *skin = NULL; /* pointer to dragon skin force */
2749 object *abil = NULL; /* pointer to dragon ability force */
2750 object *tmp = NULL; /* tmp. object */
2751
2752 double chance; /* improvement-chance of one resistance type */
2753 double totalchance = 1; /* total chance of gaining one resistance */
2754 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2755 double mbonus = 0; /* monster bonus */
2756 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2757 int winners = 0; /* number of winners */
2758 int i; /* index */
2759
2760 /* let's make sure and doublecheck the parameters */
2761 if (meal->type != FLESH || !op->is_dragon ())
2762 return 0;
2763
2764 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2765 from the player's inventory */
2766 for (tmp = op->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == FORCE)
2768 if (tmp->arch->archname == shstr_dragon_skin_force)
2769 skin = tmp;
2770 else if (tmp->arch->archname == shstr_dragon_ability_force)
2771 abil = tmp;
2772
2773 /* if either skin or ability are missing, this is an old player
2774 which is not to be considered a dragon -> bail out */
2775 if (skin == NULL || abil == NULL)
2776 return 0;
2777
2778 /* now start by filling stomache and health, according to food-value */
2779 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2780 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2781 else
2782 op->stats.hp += meal->stats.food / 50;
2783
2784 min_it (op->stats.hp, op->stats.maxhp);
2785 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2786
2787 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2788
2789 /* on to the interesting part: chances for adding resistance */
2790 for (i = 0; i < NROFATTACKS; i++)
2791 {
2792 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2793 {
2794 /* got positive resistance, now calculate improvement chance (0-100) */
2795
2796 /* this bonus makes resistance increase easier at lower levels */
2797 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2798 if (i == abil->stats.exp)
2799 bonus += 5; /* additional bonus for resistance of ability-focus */
2800
2801 /* monster bonus increases with level, because high-level
2802 flesh is too rare */
2803 mbonus = op->level * 20. / ((double) settings.max_level);
2804
2805 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2806 ((double)settings.max_level)) - skin->resist[i];
2807
2808 if (chance >= 0.)
2809 chance += 1.;
2810 else
2811 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2812
2813 /* chance is proportional to amount of resistance (max. 50) */
2814 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2815
2816 /* doubled chance for resistance of ability-focus */
2817 if (i == abil->stats.exp)
2818 chance = min (100., chance * 2.);
2819
2820 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2821 if (rndm (10000) < (unsigned int)(chance * 100))
2822 {
2823 atnr_winner[winners] = i;
2824 winners++;
2825 }
2826
2827 if (chance >= 0.01)
2828 totalchance *= 1 - chance / 100;
2829
2830 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2831 }
2832 }
2833
2834 /* inverse totalchance as until now we have the failure-chance */
2835 totalchance = 100 - totalchance * 100;
2836
2837 /* print message according to totalchance */
2838 const char *buf;
2839 if (totalchance > 50.)
2840 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2841 else if (totalchance > 10.)
2842 buf = format ("The %s tasted very good.", &meal->name);
2843 else if (totalchance > 1.)
2844 buf = format ("The %s tasted good.", &meal->name);
2845 else if (totalchance > 0.1)
2846 buf = format ("The %s tasted bland.", &meal->name);
2847 else if (totalchance >= 0.01)
2848 buf = format ("The %s had a boring taste.", &meal->name);
2849 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2850 buf = format ("The %s tasted strange.", &meal->name);
2851 else
2852 buf = format ("The %s had no taste.", &meal->name);
2853
2854 op->statusmsg (buf);
2855
2856 /* now choose a winner if we have any */
2857 i = -1;
2858 if (winners > 0)
2859 i = atnr_winner [rndm (winners)];
2860
2861 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2862 {
2863 /* resistance increased! */
2864 skin->resist[i]++;
2865 op->update_stats ();
2866
2867 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2868 }
2869
2870 /* if this flesh contains a new ability focus, we mark it
2871 into the ability_force and it will take effect on next level */
2872 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2873 {
2874 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2875
2876 if (meal->last_eat != abil->stats.exp)
2877 op->statusmsg (format (
2878 "Your metabolism prepares to focus on %s!\n"
2879 "The change will happen at level %d.",
2880 change_resist_msg[meal->last_eat],
2881 abil->level + 1
2882 ));
2883 else
2884 {
2885 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2886 abil->last_eat = 0;
2887 }
2888 }
2889
2890 return 1;
2891 }
2892
2893 /**
2894 * op eats food.
2895 * If player, takes care of messages and dragon special food.
2896 */
2897 static void
2898 apply_food (object *op, object *tmp)
2899 {
2900 int capacity_remaining;
2901
2902 if (op->type != PLAYER)
2903 op->stats.hp = op->stats.maxhp;
2904 else
2905 {
2906 /* check if this is a dragon (player), eating some flesh */
2907 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2908 ;
2909 else
2910 {
2911 /* usual case - no dragon meal: */
2912 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2913 {
2914 if (tmp->type == FOOD || tmp->type == FLESH)
2915 op->failmsg ("You feel full, but what a waste of food!");
2916 else
2917 op->statusmsg ("Most of the drink goes down your face not your throat!");
2918 }
2919
2920 tmp->play_sound (
2921 tmp->sound
2922 ? tmp->sound
2923 : tmp->type == DRINK
2924 ? sound_find ("eat_drink")
2925 : sound_find ("eat_food")
2926 );
2927
2928 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2929 {
2930 const char *buf;
2931
2932 if (!op->is_dragon ())
2933 {
2934 /* eating message for normal players */
2935 if (tmp->type == DRINK)
2936 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2937 else
2938 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2939 }
2940 else
2941 /* eating message for dragon players */
2942 buf = format ("The %s tasted terrible!", &tmp->name);
2943
2944 op->statusmsg (buf);
2945
2946 capacity_remaining = MAX_FOOD - op->stats.food;
2947 op->stats.food += tmp->stats.food;
2948 if (capacity_remaining < tmp->stats.food)
2949 op->stats.hp += capacity_remaining / 50;
2950 else
2951 op->stats.hp += tmp->stats.food / 50;
2952
2953 min_it (op->stats.hp, op->stats.maxhp);
2954 min_it (op->stats.food, MAX_FOOD);
2955 }
2956
2957 /* special food hack -b.t. */
2958 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2959 eat_special_food (op, tmp);
2960 }
2961 }
2962
2963 handle_apply_yield (tmp);
2964 tmp->decrease ();
2965 }
2966
2967 /**
2968 * Handles applying an improve armor scroll.
2969 * Does some sanity checks, then calls improve_armour.
2970 */
2971 static void
2972 apply_armour_improver (object *op, object *tmp)
2973 {
2974 object *armor;
2975
2976 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2977 {
2978 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2979 return;
2980 }
2981
2982 armor = find_marked_object (op);
2983
2984 if (!armor)
2985 {
2986 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2987 return;
2988 }
2989
2990 if (armor->type != ARMOUR
2991 && armor->type != CLOAK
2992 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2993 {
2994 op->failmsg ("Your marked item is not armour!\n");
2995 return;
2996 }
2997
2998 op->statusmsg ("Applying armour enchantment.");
2999 improve_armour (op, tmp, armor);
3000 }
3001
3002 void
3003 apply_poison (object *op, object *tmp)
3004 {
3005 // need to do it now when it is still on the map
3006 handle_apply_yield (tmp);
3007
3008 object *poison = tmp->split (1);
3009
3010 if (op->type == PLAYER)
3011 {
3012 op->contr->play_sound (sound_find ("drink_poison"));
3013 op->failmsg ("Yech! That tasted poisonous!");
3014 op->contr->killer = poison;
3015 }
3016
3017 if (poison->stats.hp > 0)
3018 {
3019 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3020 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3021 }
3022
3023 op->stats.food -= op->stats.food / 4;
3024 poison->destroy ();
3025 }
3026
3027 /**
3028 * This function will try to apply a lighter and in case no lighter
3029 * is specified it will try to find a lighter in the players inventory,
3030 * and inform him about this requirement.
3031 *
3032 * who - the player
3033 * op - the item we want to light
3034 * lighter - the lighter or 0 if a lighter has yet to be found
3035 */
3036 static object *
3037 auto_apply_lighter (object *who, object *op, object *lighter)
3038 {
3039 if (lighter == 0)
3040 {
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 {
3043 if (tmp->type == LIGHTER)
3044 {
3045 lighter = tmp;
3046 break;
3047 }
3048 }
3049
3050 if (!lighter)
3051 {
3052 who->failmsg (format (
3053 "You can't light up the %s with your bare hands! "
3054 "H<You need a lighter in your inventory, for example a flint and steel.>",
3055 &op->name));
3056 return 0;
3057 }
3058 }
3059
3060 // last_eat == 0 means the lighter is not being used up!
3061 if (lighter->last_eat && lighter->stats.food)
3062 {
3063 /* lighter gets used up */
3064 lighter = lighter->split ();
3065 lighter->stats.food--;
3066 who->insert (lighter);
3067 }
3068 else if (lighter->last_eat)
3069 {
3070 /* no charges left in lighter */
3071 who->failmsg (format (
3072 "You attempt to light the %s with a used up %s.",
3073 &op->name, &lighter->name));
3074 return 0;
3075 }
3076
3077 return lighter;
3078 }
3079
3080 /**
3081 * Designed primarily to light torches/lanterns/etc.
3082 * Also burns up burnable material too. First object in the inventory is
3083 * the selected object to "burn". -b.t.
3084 */
3085 static void
3086 apply_lighter (object *who, object *lighter)
3087 {
3088 object *item;
3089 int is_player_env = 0;
3090
3091 item = find_marked_object (who);
3092 if (item)
3093 {
3094 if (!auto_apply_lighter (who, item, lighter))
3095 return;
3096
3097 /* Perhaps we should split what we are trying to light on fire?
3098 * I can't see many times when you would want to light multiple
3099 * objects at once.
3100 */
3101
3102 save_throw_object (item, AT_FIRE, who);
3103
3104 if (item->destroyed ()
3105 || ((item->type == LAMP || item->type == TORCH)
3106 && item->glow_radius > 0))
3107 who->statusmsg (format (
3108 "You light the %s with the %s.",
3109 &item->name, &lighter->name));
3110 else
3111 who->failmsg (format (
3112 "You attempt to light the %s with the %s and fail.",
3113 &item->name, &lighter->name));
3114 }
3115 else
3116 who->failmsg ("You need to mark a lightable object.");
3117 }
3118
3119 /**
3120 * This function generates a cursed effect for cursed lamps and torches.
3121 */
3122 static void
3123 player_apply_lamp_cursed_effect (object *who, object *op)
3124 {
3125 if (op->level)
3126 {
3127 who->failmsg (format (
3128 "The %s was cursed, it explodes in a big fireball!",
3129 &op->name));
3130 create_exploding_ball_at (who, op->level);
3131 }
3132 else
3133 {
3134 who->failmsg (format (
3135 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3136 &op->name));
3137 }
3138
3139 op->destroy ();
3140 }
3141
3142 /**
3143 * Apply for players and lamps
3144 *
3145 * who - the player
3146 * op - the lamp
3147 */
3148 static void
3149 player_apply_lamp (object *who, object *op)
3150 {
3151 bool switch_on = op->glow_radius ? false : true;
3152
3153 if (switch_on)
3154 {
3155 object *lighter = 0;
3156
3157 if (op->flag [FLAG_IS_LIGHTABLE]
3158 && !(lighter = auto_apply_lighter (who, op, 0)))
3159 return;
3160
3161 if (op->stats.food < 1)
3162 {
3163 if (op->type == LAMP)
3164 who->failmsg (format (
3165 "The %s is out of fuel! "
3166 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3167 &op->name));
3168 else
3169 who->failmsg (format (
3170 "The %s is burnt out! "
3171 "H<Torches and similar items burn out and become worthless.>",
3172 &op->name));
3173 return;
3174 }
3175
3176 if (op->flag [FLAG_CURSED])
3177 {
3178 player_apply_lamp_cursed_effect (who, op);
3179 return;
3180 }
3181
3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
3199 {
3200 who->statusmsg (format (
3201 "You put out the %s. "
3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203 &op->name, &op->name));
3204 }
3205 else
3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
3214
3215 apply_lamp (op, switch_on);
3216 }
3217
3218 void get_animation_from_arch (object *op, arch_ptr a)
3219 {
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235 }
3236
3237 /**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243 void apply_lamp (object *op, bool switch_on)
3244 {
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272 }
3273
3274 /**
3275 * This handles items of type 'transformer'.
3276 * Basically those items, used with a marked item, transform both items into something
3277 * else.
3278 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279 * Change information is contained in the 'slaying' field of the marked item.
3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
3281 * This way an item can be transformed in many things, and/or many objects.
3282 * The 'slaying' field for transformer is used as verb for the action.
3283 */
3284 static void
3285 apply_item_transformer (object *pl, object *transformer)
3286 {
3287 object *marked;
3288 object *new_item;
3289 const char *find;
3290 char *separator;
3291 int yield;
3292 char got[MAX_BUF];
3293 int len;
3294
3295 if (!pl || !transformer)
3296 return;
3297
3298 marked = find_marked_object (pl);
3299
3300 if (!marked)
3301 {
3302 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3303 return;
3304 }
3305
3306 if (!marked->slaying)
3307 {
3308 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3309 return;
3310 }
3311
3312 /* check whether they are compatible or not */
3313 find = strstr (&marked->slaying, transformer->arch->archname);
3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315 {
3316 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3317 return;
3318 }
3319
3320 find += strlen (transformer->arch->archname) + 1;
3321 /* Item can be used, now find how many and what it yields */
3322 if (isdigit (*(find)))
3323 {
3324 yield = atoi (find);
3325 if (yield < 1)
3326 {
3327 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328 yield = 1;
3329 }
3330 }
3331 else
3332 yield = 1;
3333
3334 while (isdigit (*find))
3335 find++;
3336
3337 while (*find == ' ')
3338 find++;
3339
3340 memset (got, 0, MAX_BUF);
3341
3342 if ((separator = (char *) strchr (find, ';')))
3343 len = separator - find;
3344 else
3345 len = strlen (find);
3346
3347 min_it (len, MAX_BUF - 1);
3348
3349 strcpy (got, find);
3350 got[len] = '\0';
3351
3352 /* Now create new item, remove used ones when required. */
3353 new_item = get_archetype (got);
3354 if (!new_item)
3355 {
3356 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3357 return;
3358 }
3359
3360 new_item->nrof = yield;
3361
3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363
3364 pl->insert (new_item);
3365 /* Eat up one item */
3366 marked->decrease ();
3367
3368 /* Eat one transformer if needed */
3369 if (transformer->stats.food)
3370 if (--transformer->stats.food == 0)
3371 transformer->decrease ();
3372 }
3373
3374 /**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387 static bool
3388 manual_apply (object *who, object *op, int aflag)
3389 {
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3410 return apply_special (who, op, aflag);
3411
3412 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)));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 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)));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
3526 char buf[MAX_BUF];
3527 timeofday_t tod;
3528
3529 get_tod (&tod);
3530 who->play_sound (sound_find ("sound_clock"));
3531 who->statusmsg (format (
3532 "It is %d minute%s past %d o'clock %s",
3533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3534 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3535 ));
3536 }
3537 break;
3538
3539 case MENU:
3540 shop_listing (op, who);
3541 break;
3542
3543 case POWER_CRYSTAL:
3544 apply_power_crystal (who, op); /* see egoitem.c */
3545 break;
3546
3547 case LIGHTER: /* for lighting torches/lanterns/etc */
3548 apply_lighter (who, op);
3549 break;
3550
3551 case ITEM_TRANSFORMER:
3552 apply_item_transformer (who, op);
3553 break;
3554 }
3555
3556 return 1;
3557 }
3558 else
3559 {
3560 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3561 return 0;
3562 }
3563 }
3564
3565 /**
3566 * player_apply_below attempts to apply the object 'below' the player.
3567 * If the player has an open container, we use that for below, otherwise
3568 * we use the ground.
3569 */
3570 void
3571 player_apply_below (object *pl)
3572 {
3573 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3574
3575 /* If using a container, set the starting item to be the top
3576 * item in the container. Otherwise, use the map.
3577 */
3578
3579 // first try to apply "applyables"
3580 for (object *tmp = top; tmp; tmp = tmp->below)
3581 // the tmp->cb is a hack to allow user-extendable types...
3582 if (!tmp->invisible && (apply_types [tmp->type] || tmp->cb))
3583 {
3584 // If it is visible, player can apply it.
3585 pl->apply (tmp);
3586 return;
3587 }
3588
3589 while (top && top->invisible)
3590 top = top->below;
3591
3592 if (!top || top->flag [FLAG_IS_FLOOR])
3593 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3594 "H<There is nothing here that you can apply.>");
3595 else
3596 // next, try to explain the topmost object
3597 switch (top->type)
3598 {
3599 // TODO: all this should move to examine
3600 case ALTAR:
3601 case IDENTIFY_ALTAR:
3602 case TRIGGER_ALTAR:
3603 case CONVERTER:
3604 //case TRIGGER_PEDESTAL:
3605 pl->failmsg (format (
3606 "You see no obvious mechanism on the %s."
3607 "H<You have to drop one or more specific items here.>",
3608 query_short_name (top)
3609 ));
3610 break;
3611
3612 case BUTTON:
3613 case TRIGGER_BUTTON:
3614 pl->failmsg (format (
3615 "The %s looks as if you could activate it with somehting heavy. "
3616 "H<You must put enough items here to activate it.>",
3617 query_short_name (top)
3618 ));
3619 break;
3620
3621 default:
3622 examine (pl, top);
3623 break;
3624 }
3625 }
3626
3627 // saner interface, returns successful status
3628 bool
3629 object::apply (object *ob, int aflags)
3630 {
3631 if (!ob) // simplifies a lot of callers
3632 return true;
3633
3634 if (contr)
3635 {
3636 if (!ob->env && (move_type & MOVE_FLYING))
3637 {
3638 /* player is flying and applying object not in inventory */
3639 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3640 {
3641 failmsg ("But you are floating high above the ground! "
3642 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3643 "or waiting till the levitation effect wears off.>");
3644 return 0;
3645 }
3646 }
3647
3648 contr->last_used = ob;
3649 }
3650
3651 bool want_apply =
3652 aflags & AP_APPLY ? true
3653 : aflags & AP_UNAPPLY ? false
3654 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3655
3656 object_ptr *slot = 0;
3657
3658 // detect the slot, if this is a player
3659 if (contr && !(aflags & AP_NO_SLOT))
3660 {
3661 object *oslot;
3662
3663 switch (ob->type)
3664 {
3665 case WEAPON:
3666 slot = &contr->combat_ob;
3667 oslot = contr->ranged_ob;
3668 break;
3669
3670 case BOW:
3671 case RANGED:
3672 case SPELL:
3673 case WAND:
3674 case ROD:
3675 case HORN:
3676 case BUILDER:
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 break;
3680
3681 // oh, the humanity
3682 case SKILL:
3683 if (aflags & AP_NO_SLOT)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3687 break;
3688
3689 if (skill_flags [ob->subtype] & SF_COMBAT)
3690 {
3691 slot = &contr->combat_ob;
3692 oslot = contr->ranged_ob;
3693 }
3694 else if (skill_flags [ob->subtype] & SF_RANGED)
3695 {
3696 slot = &contr->ranged_ob;
3697 oslot = contr->combat_ob;
3698 }
3699
3700 break;
3701 }
3702
3703 // now handle slot exclusions
3704 if (slot)
3705 {
3706 // only one slot can be active
3707 if (want_apply)
3708 {
3709 // clear slot unless we are in it already
3710 if (*slot != ob)
3711 apply (*slot, AP_UNAPPLY);
3712
3713 // unapply other slot, because we want to become active
3714 apply (oslot, AP_UNAPPLY);
3715 }
3716
3717 // clear item from slot if applied
3718 if (!want_apply && current_weapon == ob)
3719 current_weapon = 0;
3720 }
3721 }
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 manual_apply (this, ob, aflags);
3725
3726 if (ob->flag [FLAG_APPLIED] != want_apply)
3727 return false;
3728
3729 if (slot && want_apply)
3730 current_weapon = *slot = ob;
3731
3732 return true;
3733 }
3734
3735 /**
3736 * Map was just loaded, handle op's initialisation.
3737 *
3738 * Generates shop floor's item, and treasures.
3739 */
3740 int
3741 auto_apply (object *op)
3742 {
3743 object *tmp = NULL, *tmp2;
3744 int i;
3745
3746 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3747
3748 switch (op->type)
3749 {
3750 case SHOP_FLOOR:
3751 if (!op->has_random_items ())
3752 return 0;
3753
3754 do
3755 {
3756 i = 10; /* let's give it 10 tries */
3757 while ((tmp = generate_treasure (op->randomitems,
3758 op->stats.exp
3759 ? (int) op->stats.exp
3760 : max (op->map->difficulty, 5)))
3761 == NULL && --i);
3762
3763 if (tmp == NULL)
3764 return 0;
3765
3766 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3767 {
3768 tmp->destroy ();
3769 tmp = NULL;
3770 }
3771 }
3772 while (!tmp);
3773
3774 tmp->x = op->x;
3775 tmp->y = op->y;
3776 SET_FLAG (tmp, FLAG_UNPAID);
3777 insert_ob_in_map (tmp, op->map, NULL, 0);
3778 identify (tmp);
3779 break;
3780
3781 case TREASURE:
3782 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3783 return 0;
3784
3785 while (op->stats.hp-- > 0)
3786 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3787 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3788
3789 /* If we generated an object and put it in this object inventory,
3790 * move it to the parent object as the current object is about
3791 * to disappear. An example of this item is the random_* stuff
3792 * that is put inside other objects.
3793 */
3794 if (op->env)
3795 while (op->inv)
3796 op->env->insert (op->inv);
3797
3798 op->destroy ();
3799 break;
3800 }
3801
3802 return !!tmp;
3803 }
3804
3805 /**
3806 * fix_auto_apply goes through the entire map every time a map
3807 * is loaded or swapped in and performs special actions for
3808 * certain objects (most initialization of chests and creation of
3809 * treasures and stuff). Calls auto_apply if appropriate.
3810 */
3811 void
3812 maptile::fix_auto_apply ()
3813 {
3814 if (!spaces)
3815 return;
3816
3817 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3818 for (object *tmp = ms->bot; tmp; )
3819 {
3820 object *above = tmp->above;
3821
3822 if (tmp->inv)
3823 {
3824 object *invtmp, *invnext;
3825
3826 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3827 {
3828 invnext = invtmp->below;
3829
3830 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3831 auto_apply (invtmp);
3832 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3833 {
3834 while (invtmp->stats.hp-- > 0)
3835 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3836
3837 invtmp->randomitems = NULL;
3838 }
3839 else if (invtmp && invtmp->arch
3840 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3841 {
3842 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3843 /* Need to clear this so that we never try to create
3844 * treasure again for this object
3845 */
3846 invtmp->randomitems = NULL;
3847 }
3848 }
3849
3850 /* This is really temporary - the code at the bottom will
3851 * also set randomitems to null. The problem is there are bunches
3852 * of maps/players already out there with items that have spells
3853 * which haven't had the randomitems set to null yet.
3854 * MSW 2004-05-13
3855 *
3856 * And if it's a spellbook, it's better to set randomitems to NULL too,
3857 * else you get two spells in the book ^_-
3858 * Ryo 2004-08-16
3859 */
3860 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3861 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3862 tmp->randomitems = NULL;
3863 }
3864
3865 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3866 auto_apply (tmp);
3867 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3868 {
3869 while ((tmp->stats.hp--) > 0)
3870 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3871 tmp->randomitems = NULL;
3872 }
3873 else if (tmp->type == TIMED_GATE)
3874 {
3875 object *head = tmp->head != NULL ? tmp->head : tmp;
3876
3877 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3878 tmp->set_speed (0);
3879 }
3880 /* This function can be called everytime a map is loaded, even when
3881 * swapping back in. As such, we don't want to create the treasure
3882 * over and ove again, so after we generate the treasure, blank out
3883 * randomitems so if it is swapped in again, it won't make anything.
3884 * This is a problem for the above objects, because they have counters
3885 * which say how many times to make the treasure.
3886 */
3887 else if (tmp && tmp->arch && tmp->type != PLAYER
3888 && tmp->type != TREASURE && tmp->type != SPELL
3889 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3890 {
3891 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3892 tmp->randomitems = NULL;
3893 }
3894
3895 // close all containers
3896 else if (tmp->type == CONTAINER)
3897 tmp->flag [FLAG_APPLIED] = 0;
3898
3899 tmp = above;
3900 }
3901
3902 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3903 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3904 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3905 check_trigger (tmp, tmp->above, tmp->above);
3906 }
3907
3908 /**
3909 * Handles player eating food that temporarily changes status (resistances, stats).
3910 * This used to call cast_change_attr(), but
3911 * that doesn't work with the new spell code. Since we know what
3912 * the food changes, just grab a force and use that instead.
3913 */
3914 void
3915 eat_special_food (object *who, object *food)
3916 {
3917 object *force;
3918 int i, did_one = 0;
3919
3920 char buf[64];
3921 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3922 shstr key (buf);
3923
3924 /* bigger morsel of food = longer effect time */
3925 int duration = TIME2TICK (food->stats.food);
3926
3927 if (force = who->force_find (key))
3928 {
3929 if (duration > fabs (force->speed_left / force->speed))
3930 {
3931 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3932 force->force_set_timer (duration);
3933 }
3934 else
3935 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3936
3937 return;
3938 }
3939 else
3940 {
3941 force = who->force_add (key, duration);
3942 force->name = key;
3943
3944 /* check if the food affects a stat */
3945 for (i = 0; i < NUM_STATS; i++)
3946 if (sint8 k = food->stats.stat (i))
3947 {
3948 force->stats.stat (i) = k;
3949 did_one = 1;
3950 }
3951
3952 /* check if we can protect the eater */
3953 for (i = 0; i < NROFATTACKS; i++)
3954 {
3955 if (food->resist[i] > 0)
3956 {
3957 force->resist[i] = food->resist[i];
3958 did_one = 1;
3959 }
3960 }
3961
3962 if (did_one)
3963 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3965
3966 /* make the force take effect and report effects to user */
3967 change_abil (who, force);
3968 }
3969 else
3970 force->destroy ();
3971 }
3972
3973 /* check for hp, sp change */
3974 if (food->stats.hp != 0)
3975 {
3976 if (QUERY_FLAG (food, FLAG_CURSED))
3977 {
3978 who->contr->killer = food;
3979 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3980 who->failmsg ("Eck!...that was poisonous!");
3981 }
3982 else
3983 {
3984 if (food->stats.hp > 0)
3985 who->statusmsg ("You begin to feel better.");
3986 else
3987 who->failmsg ("Eck!...that was poisonous!");
3988
3989 who->stats.hp += food->stats.hp;
3990 }
3991 }
3992
3993 if (food->stats.sp != 0)
3994 {
3995 if (QUERY_FLAG (food, FLAG_CURSED))
3996 {
3997 who->failmsg ("You are drained of mana!");
3998 who->stats.sp -= food->stats.sp;
3999 if (who->stats.sp < 0)
4000 who->stats.sp = 0;
4001 }
4002 else
4003 {
4004 who->statusmsg ("You feel a rush of magical energy!");
4005 who->stats.sp += food->stats.sp;
4006 /* place limit on max sp from food? */
4007 }
4008 }
4009
4010 who->update_stats ();
4011 }
4012
4013 void
4014 apply_changes_to_player (object *pl, object *change)
4015 {
4016 int excess_stat = 0; /* if the stat goes over the maximum
4017 for the race, put the excess stat some
4018 where else. */
4019
4020 switch (change->type)
4021 {
4022 case CLASS:
4023 {
4024 living *stats = &(pl->contr->orig_stats);
4025 living *ns = &(change->stats);
4026 object *walk;
4027 int flag_change_face = 1;
4028
4029 /* the following code assigns stats up to the stat max
4030 * for the race, and if the stat max is exceeded,
4031 * tries to randomly reassign the excess stat
4032 */
4033 int i, j;
4034
4035 for (i = 0; i < NUM_STATS; i++)
4036 {
4037 int race_bonus = pl->arch->stats.stat (i);
4038 sint8 stat = stats->stat (i) + ns->stat (i);
4039
4040 if (stat > 20 + race_bonus)
4041 {
4042 excess_stat++;
4043 stat = 20 + race_bonus;
4044 }
4045
4046 stats->stat (i) = stat;
4047 }
4048
4049 for (j = 0; excess_stat > 0 && j < 100; j++)
4050 { /* try 100 times to assign excess stats */
4051 int i = rndm (0, 6);
4052
4053 if (i == CHA)
4054 continue; /* exclude cha from this */
4055
4056 int stat = stats->stat (i);
4057 int race_bonus = pl->arch->stats.stat (i);
4058 if (stat < 20 + race_bonus)
4059 {
4060 change_attr_value (stats, i, 1);
4061 excess_stat--;
4062 }
4063 }
4064
4065 /* insert the randomitems from the change's treasurelist into
4066 * the player ref: player.c
4067 */
4068 if (change->randomitems)
4069 give_initial_items (pl, change->randomitems);
4070
4071 /* set up the face, for some races. */
4072
4073 /* first, look for the force object banning
4074 * changing the face. Certain races never change face with class.
4075 */
4076 for (walk = pl->inv; walk; walk = walk->below)
4077 if (walk->name == shstr_NOCLASSFACECHANGE)
4078 flag_change_face = 0;
4079
4080 if (flag_change_face)
4081 {
4082 pl->face = change->face;
4083 pl->animation_id = change->animation_id;
4084 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4085 }
4086
4087 /* check the special case of can't use weapons */
4088 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4089 if (change->name == shstr_monk)
4090 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4091
4092 break;
4093 }
4094 }
4095 }
4096