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Revision: 1.253
Committed: Sat Apr 10 05:12:57 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.252: +0 -6 lines
Log Message:
remove change_skill & weird skill update logic in cast_destruction

File Contents

# 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->failmsgf ("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->failmsgf ("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->failmsgf ("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 if (op->type == BOW)
1081 op->flag [FLAG_READY_BOW ] = false;
1082 else
1083 op->flag [FLAG_READY_RANGE] = false;
1084 }
1085
1086 break;
1087
1088 case ARMOUR:
1089 case HELMET:
1090 case SHIELD:
1091 case RING:
1092 case BOOTS:
1093 case GLOVES:
1094 case AMULET:
1095 case GIRDLE:
1096 case BRACERS:
1097 case CLOAK:
1098 who->statusmsg (format ("You unwear %s.", query_name (op)));
1099 change_abil (who, op);
1100 break;
1101
1102 case SPELL:
1103 case BUILDER:
1104 who->statusmsg (format ("You unready %s.", query_name (op)));
1105 break;
1106
1107 //case SKILL_TOOL://TODO
1108 default:
1109 who->statusmsg (format ("You unapply %s.", query_name (op)));
1110 break;
1111 }
1112
1113 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1114 if (object *pl = op->visible_to ())
1115 esrv_send_item (pl, op);
1116
1117 who->update_stats ();
1118
1119 return 1;
1120 }
1121
1122 /**
1123 * Returns the object that is using location 'loc'.
1124 * Note that 'start' is the first object to start examing - we
1125 * then go through the below of this. In this way, you can do
1126 * something like:
1127 * tmp = get_next_item_from_body_location(who->inv, 1);
1128 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1129 * to find the second object that may use this location, etc.
1130 * Returns NULL if no match is found.
1131 * loc is the index into the array we are looking for a match.
1132 * don't return invisible objects unless they are skill objects
1133 * invisible other objects that use
1134 * up body locations can be used as restrictions.
1135 */
1136 static object *
1137 get_next_item_from_body_location (int loc, object *start)
1138 {
1139 for (object *tmp = start; tmp; tmp = tmp->below)
1140 if (tmp->flag [FLAG_APPLIED]
1141 && tmp->slot [loc].info
1142 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1143 return tmp;
1144
1145 return 0;
1146 }
1147
1148 /**
1149 * 'op' wants to apply an object, but can't because of other equipment.
1150 * This should only be called when it is known
1151 * that there are objects to unapply. This makes pretty heavy
1152 * use of get_item_from_body_location. It makes no intelligent choice
1153 * on objects - rather, the first that is matched is used.
1154 * Returns 0 on success, returns 1 if there is some problem.
1155 * if aflags is AP_PRINT, we instead print out waht to unapply
1156 * instead of doing it. This is a lot less code than having
1157 * another function that does just that.
1158 */
1159
1160 #define CANNOT_REMOVE_CURSED \
1161 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1162 "Praying over an altar, scrolls of remove curse/damnation, " \
1163 "priests or even other players might help.>"
1164
1165 static bool
1166 unapply_for_ob (object *who, object *op, int aflags)
1167 {
1168 if (op->is_range ())
1169 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1170 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
1171 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
1172 {
1173 if (aflags & AP_PRINT)
1174 who->failmsg (query_name (tmp));
1175 else
1176 unapply_special (who, tmp, aflags);
1177 }
1178 else
1179 {
1180 /* In this case, we want to try and remove a cursed item.
1181 * While we know it won't work, we want unapply_special to
1182 * at least generate the message.
1183 */
1184 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1185 return 1;
1186 }
1187
1188 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1189 {
1190 /* this used up a slot that we need to free */
1191 if (op->slot[i].info)
1192 {
1193 object *last = who->inv;
1194
1195 /* We do a while loop - may need to remove several items in order
1196 * to free up enough slots.
1197 */
1198 while ((who->slot[i].used + op->slot[i].info) < 0)
1199 {
1200 object *tmp = get_next_item_from_body_location (i, last);
1201
1202 if (!tmp)
1203 {
1204 #if 0
1205 /* Not a bug - we'll get this if the player has cursed items
1206 * equipped.
1207 */
1208 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1209 #endif
1210 return 1;
1211 }
1212
1213 /* If we are just printing, we don't care about cursed status */
1214 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
1215 {
1216 if (aflags & AP_PRINT)
1217 who->failmsg (query_name (tmp));
1218 else
1219 unapply_special (who, tmp, aflags);
1220 }
1221 else
1222 {
1223 /* Cursed item that we can't unequip - tell the player.
1224 * Note this could be annoying if this is just one of a few,
1225 * so it may not be critical (eg, putting on a ring and you have
1226 * one cursed ring.)
1227 */
1228 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1229 }
1230
1231 last = tmp->below;
1232 }
1233 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1234 * return in the !tmp would have kicked in.
1235 */
1236 } /* if op is using this body location */
1237 } /* for body lcoations */
1238
1239 return 0;
1240 }
1241
1242 /**
1243 * Checks to see if 'who' can apply object 'op'.
1244 * Returns 0 if apply can be done without anything special.
1245 * Otherwise returns a bitmask - potentially several of these may be
1246 * set, but largely depends on circumstance - in the future, processing
1247 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1248 * is set, do we really care what the other flags may be?)
1249 *
1250 * See include/define.h for detailed description of the meaning of
1251 * these return values.
1252 */
1253 int
1254 can_apply_object (object *who, object *op)
1255 {
1256 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1257 return RESULT_INT (0);
1258
1259 int retval = 0;
1260 object *tmp = 0, *ws = 0;
1261
1262 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1263 {
1264 if (op->slot[i].info)
1265 {
1266 /* Item uses more slots than we have */
1267 if (who->slot[i].info + op->slot [i].info < 0)
1268 {
1269 /* Could return now for efficiency - rest of info below isn't
1270 * really needed.
1271 */
1272 retval |= CAN_APPLY_NEVER;
1273 }
1274 else if (who->slot[i].used + op->slot[i].info < 0)
1275 {
1276 /* in this case, equipping this would use more free spots than
1277 * we have.
1278 */
1279
1280 /* if we have an applied weapon/shield, and unapply it would free
1281 * enough slots to equip the new item, then just set "can
1282 * apply unapply". We don't care about the logic below - if you have a
1283 * shield equipped and try to equip another shield, there is only
1284 * one choice. However, the check for the number of body locations
1285 * does take into the account cases where what is being applied
1286 * may be two handed for example.
1287 */
1288 if (ws)
1289 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1290 {
1291 retval |= CAN_APPLY_UNAPPLY;
1292 continue;
1293 }
1294
1295 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1296 if (!tmp1)
1297 retval |= CAN_APPLY_NEVER;
1298 else
1299 {
1300 /* need to unapply something. However, if this something
1301 * is different than we had found before, it means they need
1302 * to apply multiple objects
1303 */
1304 retval |= CAN_APPLY_UNAPPLY;
1305
1306 if (!tmp)
1307 tmp = tmp1;
1308 else if (tmp != tmp1)
1309 retval |= CAN_APPLY_UNAPPLY_MULT;
1310
1311 /* This object isn't using up all the slots, so there must
1312 * be another. If so, and it the new item doesn't need all
1313 * the slots, the player then has a choice.
1314 */
1315 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1316 && abs (op->slot[i].info) < who->slot[i].info)
1317 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1318
1319 /* Does unequippint 'tmp1' free up enough slots for this to be
1320 * equipped? If not, there must be something else to unapply.
1321 */
1322 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1323 retval |= CAN_APPLY_UNAPPLY_MULT;
1324 }
1325 } /* if not enough free slots */
1326 } /* if this object uses location i */
1327 } /* for i -> num_body_locations loop */
1328
1329 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1330 * really be controlled by use of body locations. We do have
1331 * the weapon/shield checks, and the range checks for monsters,
1332 * because you can't control those just by body location - bows, shields,
1333 * and weapons all use the same slot. Similar for horn/rod/wand - they
1334 * all use the same location.
1335 */
1336 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
1337 retval |= CAN_APPLY_RESTRICTION;
1338
1339 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
1340 retval |= CAN_APPLY_RESTRICTION;
1341
1342 if (who->type != PLAYER)
1343 {
1344 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
1345 retval |= CAN_APPLY_RESTRICTION;
1346
1347 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1348 retval |= CAN_APPLY_RESTRICTION;
1349
1350 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1351 retval |= CAN_APPLY_RESTRICTION;
1352
1353 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1354 retval |= CAN_APPLY_RESTRICTION;
1355 }
1356
1357 return retval;
1358 }
1359
1360 /**
1361 * who is the object using the object. It can be a monster.
1362 * op is the object they are using. op is an equipment type item,
1363 * eg, one which you put on and keep on for a while, and not something
1364 * like a potion or scroll.
1365 *
1366 * function returns 1 if the action could not be completed, 0 on
1367 * success. However, success is a matter of meaning - if the
1368 * user passes the 'apply' flag to an object already applied,
1369 * nothing is done, and 0 is returned.
1370 *
1371 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1372 * AP_UNAPPLY=always unapply).
1373 *
1374 * Optional flags:
1375 * AP_NO_MERGE: don't merge an unapplied object with other objects
1376 * AP_IGNORE_CURSE: unapply cursed items
1377 * AP_NO_READY: do not ready skills when applying skill tools
1378 *
1379 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1380 *
1381 * apply_special() doesn't check for unpaid items.
1382 */
1383
1384 #define LACK_ITEM_POWER \
1385 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1386
1387 static bool
1388 apply_special (object *who, object *op, int aflags)
1389 {
1390 int basic_flag = aflags & AP_MODE;
1391 object *tmp, *tmp2, *skop = NULL;
1392
1393 if (who == NULL)
1394 {
1395 LOG (llevError, "apply_special() from object without environment.\n");
1396 return 1;
1397 }
1398
1399 //TODO: remove these when apply_special is no longer exposed
1400 if (op->env != who)
1401 return 1; /* op is not in inventory */
1402
1403 /* trying to unequip op */
1404 if (QUERY_FLAG (op, FLAG_APPLIED))
1405 {
1406 /* always apply, so no reason to unapply */
1407 if (basic_flag == AP_APPLY)
1408 return 0;
1409
1410 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
1411 {
1412 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1413 return 1;
1414 }
1415
1416 return unapply_special (who, op, aflags);
1417 }
1418 else if (basic_flag == AP_UNAPPLY)
1419 return 0;
1420
1421 splay (op);
1422
1423 /* Can't just apply this object. Lets see what not and what to do */
1424 if (int i = can_apply_object (who, op))
1425 {
1426 if (i & CAN_APPLY_NEVER)
1427 {
1428 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1429 return 1;
1430 }
1431 else if (i & CAN_APPLY_RESTRICTION)
1432 {
1433 who->failmsgf (
1434 "You have a prohibition against using a %s. "
1435 "H<Your belief, profession or class prevents you from applying this item.>",
1436 query_name (op)
1437 );
1438 return 1;
1439 }
1440
1441 if (who->type != PLAYER)
1442 {
1443 /* Some error, so don't try to equip something more */
1444 if (unapply_for_ob (who, op, aflags))
1445 return 1;
1446 }
1447 else
1448 {
1449 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1450 {
1451 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1452 unapply_for_ob (who, op, AP_PRINT);
1453 return 1;
1454 }
1455 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1456 if (unapply_for_ob (who, op, aflags))
1457 return 1;
1458 }
1459 }
1460
1461 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1462 {
1463 // try to ready attached skill first
1464 skop = find_skill_by_name (who, op->skill);
1465
1466 if (!skop)
1467 {
1468 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1469 return 1;
1470 }
1471 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1472 {
1473 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1474 return 1;
1475 }
1476 }
1477
1478 if (!check_item_power (who, op->item_power))
1479 {
1480 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1481 return 1;
1482 }
1483
1484 /* Ok. We are now at the state where we can apply the new object.
1485 * Note that we don't have the checks for can_use_...
1486 * below - that is already taken care of by can_apply_object.
1487 */
1488
1489 // split away all the other items from the stack, so only one item is left
1490 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1491
1492 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1493 return RESULT_INT (0);
1494
1495 switch (op->type)
1496 {
1497 case WEAPON:
1498 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1499 {
1500 /* if the weapon does not have the name as the character, can't use it. */
1501 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1502 who->failmsg ("The weapon does not recognize you as its owner. "
1503 "H<Its name indicates that it belongs to somebody else.>");
1504 if (tmp) who->insert (tmp);
1505 return 1;
1506 }
1507
1508 op->flag [FLAG_APPLIED] = true;
1509
1510 if (player *pl = who->contr)
1511 {
1512 who->statusmsg (format ("You wield %s.", query_name (op)));
1513 change_abil (who, op);
1514 }
1515
1516 op->flag [FLAG_READY_WEAPON] = true;
1517 break;
1518
1519 case ARMOUR:
1520 case HELMET:
1521 case SHIELD:
1522 case BOOTS:
1523 case GLOVES:
1524 case GIRDLE:
1525 case BRACERS:
1526 case CLOAK:
1527 case RING:
1528 case AMULET:
1529 SET_FLAG (op, FLAG_APPLIED);
1530 who->statusmsg (format ("You wear %s.", query_name (op)));
1531 change_abil (who, op);
1532 break;
1533
1534 case SKILL_TOOL:
1535 // applying a skill tool does not ready the skill
1536 // if something needs the skill, it has to ready it itself
1537 //TODO: unapplying should unapply the skill, though
1538 SET_FLAG (op, FLAG_APPLIED);
1539 break;
1540
1541 case SKILL:
1542 if (!(aflags & AP_NO_SLOT))
1543 {
1544 // skill is used on it's own, as opposed to being a chosen_skill
1545
1546 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1547 {
1548 who->failmsgf (
1549 "You feel as if you wanted to do something funny, but you can't remember what. "
1550 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1551 "It cannot be used on its own.>",
1552 &op->skill
1553 );
1554 if (tmp) who->insert (tmp);
1555 return 1;
1556 }
1557
1558 if (skill_flags [op->subtype] & SF_AUTARK
1559 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1560 {
1561 if (skill_flags [op->subtype] & SF_USE)
1562 who->failmsgf (
1563 "You feel as if you wanted to do something funny, but you can't remember what. "
1564 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1565 &op->skill, &op->skill
1566 );
1567 else
1568 who->failmsgf (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied or used, it is always active.>",
1571 &op->skill
1572 );
1573
1574 if (tmp) who->insert (tmp);
1575
1576 return 1;
1577 }
1578
1579 if (who->contr)
1580 if (op->invisible)
1581 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1582 else
1583 who->statusmsg (format ("You ready %s.", query_name (op)));
1584 }
1585
1586 SET_FLAG (who, FLAG_READY_SKILL);
1587 SET_FLAG (op, FLAG_APPLIED);
1588 change_abil (who, op);
1589 break;
1590
1591 case BOW:
1592 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1593 {
1594 who->failmsg ("The weapon does not recognize you as its owner. "
1595 "H<Its name indicates that it belongs to somebody else.>");
1596 if (tmp) who->insert (tmp);
1597 return 1;
1598 }
1599
1600 if (player *pl = who->contr)
1601 {
1602 op->flag [FLAG_APPLIED] = true;
1603 who->statusmsg (format ("You wield the %s.", query_name (op)));
1604 change_abil (who, op);
1605 }
1606 break;
1607
1608 case RANGED:
1609 if (player *pl = who->contr)
1610 {
1611 op->flag [FLAG_APPLIED] = true;
1612 who->statusmsg (format ("You applied the %s.", query_name (op)));
1613 }
1614 break;
1615
1616 case SPELL:
1617 if (player *pl = who->contr)
1618 {
1619 op->flag [FLAG_APPLIED] = true;
1620 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1621 }
1622 break;
1623
1624 /*FALLTHROUGH*/
1625 case WAND:
1626 case ROD:
1627 case HORN:
1628 op->flag [FLAG_APPLIED] = true;
1629
1630 if (player *pl = who->contr)
1631 {
1632 who->statusmsg (format ("You ready %s.", query_name (op)));
1633
1634 if (op->type == BOW)
1635 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1636
1637 change_abil (who, op);
1638 }
1639 else
1640 {
1641 if (op->type == BOW)
1642 op->flag [FLAG_READY_BOW ] = true;
1643 else
1644 op->flag [FLAG_READY_RANGE] = true;
1645 }
1646
1647 break;
1648
1649 case BUILDER:
1650 if (player *pl = who->contr)
1651 {
1652 who->statusmsg (format ("You ready your %s.", query_name (op)));
1653 //TODO: change_abil?
1654 }
1655 break;
1656
1657 default:
1658 who->statusmsg (format ("You apply %s.", query_name (op)));
1659 }
1660
1661 SET_FLAG (op, FLAG_APPLIED);
1662
1663 if (tmp) who->insert (tmp);
1664
1665 who->update_stats ();
1666
1667 /* We exclude spell casting objects. The fire code will set the
1668 * been applied flag when they are used - until that point,
1669 * you don't know anything about them.
1670 */
1671 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1672 SET_FLAG (op, FLAG_BEEN_APPLIED);
1673
1674 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1675 if (who->type == PLAYER)
1676 {
1677 who->failmsg (
1678 "Oops, it feels deadly cold! "
1679 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1680 );
1681 SET_FLAG (op, FLAG_KNOWN_CURSED);
1682 }
1683
1684 if (object *pl = op->visible_to ())
1685 esrv_send_item (pl, op);
1686
1687 return 0;
1688 }
1689
1690 /**
1691 * Check if op should abort moving victim because of it's race or slaying.
1692 * Returns 1 if it should abort, returns 0 if it should continue.
1693 */
1694 int
1695 should_director_abort (object *op, object *victim)
1696 {
1697 int arch_flag, name_flag, race_flag;
1698
1699 /* Get flags to determine what of arch, name, and race should be checked.
1700 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1701 * the next is the name flag, and the last is the race flag. Also note,
1702 * if subtype is set to zero, that also goes to defaults of all affecting
1703 * it. Examples:
1704 * subtype 1: only arch
1705 * subtype 3: arch or name
1706 * subtype 5: arch or race
1707 * subtype 7: all three
1708 */
1709 if (op->subtype)
1710 {
1711 arch_flag = op->subtype & 1;
1712 name_flag = op->subtype & 2;
1713 race_flag = op->subtype & 4;
1714 }
1715 else
1716 {
1717 arch_flag = 1;
1718 name_flag = 1;
1719 race_flag = 1;
1720 }
1721
1722 /* If the director has race set, only affect objects with a arch,
1723 * name or race that matches.
1724 */
1725 if ((op->race) &&
1726 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1727 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1728 ((!(victim->race && race_flag) || op->race != victim->race)))
1729 return 1;
1730
1731 /* If the director has slaying set, only affect objects where none
1732 * of arch, name, or race match.
1733 */
1734 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1735 ((victim->name && name_flag && op->slaying == victim->name)) ||
1736 ((victim->race && race_flag && op->slaying == victim->race)))
1737 return 1;
1738
1739 return 0;
1740 }
1741
1742 /**
1743 * This handles a player dropping money on an altar to identify stuff.
1744 * It'll identify marked item, if none all items up to dropped money.
1745 * Return value: 1 if money was destroyed, 0 if not.
1746 */
1747 static int
1748 apply_id_altar (object *money, object *altar, object *pl)
1749 {
1750 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1751
1752 if (!pl || pl->type != PLAYER)
1753 return 0;
1754
1755 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1756 * identifying' from being printed out more than it needs to be.
1757 */
1758 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1759 return 0;
1760
1761 /* if the player has a marked item, identify that if it needs to be
1762 * identified. If it doesn't, then go through the player inventory.
1763 */
1764 if (object *marked = find_marked_object (pl))
1765 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1766 {
1767 if (operate_altar (altar, &money, pl))
1768 {
1769 identify (marked);
1770
1771 buf.printf ("You have %s.\r", long_desc (marked, pl));
1772 if (marked->msg)
1773 buf << "The item has a story:\r" << marked->msg << "\n\n";
1774
1775 return !money;
1776 }
1777 }
1778
1779 for (object *id = pl->inv; id; id = id->below)
1780 {
1781 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1782 {
1783 if (operate_altar (altar, &money, pl))
1784 {
1785 identify (id);
1786
1787 buf.printf ("You have %s.\r", long_desc (id, pl));
1788 if (id->msg)
1789 buf << "The item has a story:\r" << id->msg << "\n\n";
1790
1791 /* If no more money, might as well quit now */
1792 if (!money || !check_altar_sacrifice (altar, money))
1793 break;
1794 }
1795 else
1796 {
1797 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1798 break;
1799 }
1800 }
1801 }
1802
1803 if (buf.empty ())
1804 pl->failmsg ("You have nothing that needs identifying");
1805 else
1806 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1807
1808 return !money;
1809 }
1810
1811 /**
1812 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1813 * matching item.
1814 **/
1815 void
1816 handle_apply_yield (object *tmp)
1817 {
1818 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1819 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1820 }
1821
1822 /**
1823 * Handles applying a potion.
1824 */
1825 int
1826 apply_potion (object *op, object *tmp)
1827 {
1828 int got_one = 0, i;
1829 object *force = 0;
1830
1831 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1832
1833 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1834 {
1835 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1836
1837 CLEAR_FLAG (tmp, FLAG_APPLIED);
1838 return 0;
1839 }
1840
1841 if (op->type == PLAYER)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1843 identify (tmp);
1844
1845 handle_apply_yield (tmp);
1846
1847 /* Potion of restoration - only for players */
1848 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1849 {
1850 object *depl;
1851 archetype *at;
1852
1853 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1854 {
1855 op->drain_stat ();
1856 op->update_stats ();
1857 tmp->decrease ();
1858 return 1;
1859 }
1860
1861 if (!(at = archetype::find (shstr_depletion)))
1862 {
1863 LOG (llevError, "Could not find archetype depletion\n");
1864 return 0;
1865 }
1866
1867 depl = present_arch_in_ob (at, op);
1868
1869 if (depl)
1870 {
1871 for (i = 0; i < NUM_STATS; i++)
1872 if (depl->stats.stat (i))
1873 op->statusmsg (restore_msg[i]);
1874
1875 depl->destroy ();
1876 op->update_stats ();
1877 }
1878 else
1879 op->statusmsg ("Your potion had no effect.");
1880
1881 tmp->decrease ();
1882 return 1;
1883 }
1884
1885 /* improvement potion - only for players */
1886 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1887 {
1888 for (i = 1; i < min (11, op->level); i++)
1889 {
1890 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1891 {
1892 if (op->contr->levhp[i] != 1)
1893 {
1894 op->contr->levhp[i] = 1;
1895 break;
1896 }
1897
1898 if (op->contr->levsp[i] != 1)
1899 {
1900 op->contr->levsp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levgrace[i] != 1)
1905 {
1906 op->contr->levgrace[i] = 1;
1907 break;
1908 }
1909 }
1910 else
1911 {
1912 if (op->contr->levhp[i] < 9)
1913 {
1914 op->contr->levhp[i] = 9;
1915 break;
1916 }
1917
1918 if (op->contr->levsp[i] < 6)
1919 {
1920 op->contr->levsp[i] = 6;
1921 break;
1922 }
1923
1924 if (op->contr->levgrace[i] < 3)
1925 {
1926 op->contr->levgrace[i] = 3;
1927 break;
1928 }
1929 }
1930 }
1931
1932 /* Just makes checking easier */
1933 if (i < min (11, op->level))
1934 got_one = 1;
1935
1936 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1937 {
1938 if (got_one)
1939 {
1940 op->update_stats ();
1941 op->statusmsg ("The Gods smile upon you and remake you "
1942 "a little more in their image. "
1943 "You feel a little more perfect.", NDI_GREEN);
1944 }
1945 else
1946 op->statusmsg ("The potion had no effect - you are already perfect.");
1947 }
1948 else
1949 { /* cursed potion */
1950 if (got_one)
1951 {
1952 op->update_stats ();
1953 op->failmsg ("The Gods are angry and punish you.");
1954 }
1955 else
1956 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1957 }
1958
1959 tmp->decrease ();
1960 return 1;
1961 }
1962
1963
1964 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1965 * and heroism all fit into this category. Given the spell object code,
1966 * there is no limit to the number of spells that potions can be cast,
1967 * but direction is problematic to try and imbue fireball potions for example.
1968 */
1969 if (tmp->inv)
1970 {
1971 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1972 {
1973 op->failmsg ("Yech! Your lungs are on fire!");
1974 create_exploding_ball_at (op, op->level);
1975 }
1976 else
1977 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1978
1979 tmp->decrease ();
1980
1981 /* if youre dead, no point in doing this... */
1982 if (!QUERY_FLAG (op, FLAG_REMOVED))
1983 op->update_stats ();
1984
1985 return 1;
1986 }
1987
1988 /* Deal with protection potions */
1989 force = NULL;
1990 for (i = 0; i < NROFATTACKS; i++)
1991 {
1992 if (tmp->resist[i])
1993 {
1994 if (!force)
1995 force = get_archetype (FORCE_NAME);
1996
1997 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1998 force->type = POTION_EFFECT;
1999 break; /* Only need to find one protection since we copy entire batch */
2000 }
2001 }
2002
2003 /* This is a protection potion */
2004 if (force)
2005 {
2006 /* cursed items last longer */
2007 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2008 {
2009 force->stats.food *= 10;
2010 for (i = 0; i < NROFATTACKS; i++)
2011 if (force->resist[i] > 0)
2012 force->resist[i] = -force->resist[i]; /* prot => vuln */
2013 }
2014
2015 force->speed_left = -1;
2016 force = insert_ob_in_ob (force, op);
2017 CLEAR_FLAG (tmp, FLAG_APPLIED);
2018 SET_FLAG (force, FLAG_APPLIED);
2019 change_abil (op, force);
2020 tmp->decrease ();
2021 return 1;
2022 }
2023
2024 /* Only thing left are the stat potions */
2025 if (op->type == PLAYER)
2026 { /* only for players */
2027 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2028 || QUERY_FLAG (tmp, FLAG_DAMNED))
2029 && tmp->value != 0)
2030 CLEAR_FLAG (tmp, FLAG_APPLIED);
2031 else
2032 SET_FLAG (tmp, FLAG_APPLIED);
2033
2034 if (!change_abil (op, tmp))
2035 op->statusmsg ("Nothing happened.");
2036 }
2037
2038 /* CLEAR_FLAG is so that if the character has other potions
2039 * that were grouped with the one consumed, his
2040 * stat will not be raised by them. fix_player just clears
2041 * up all the stats.
2042 */
2043 CLEAR_FLAG (tmp, FLAG_APPLIED);
2044 op->update_stats ();
2045 tmp->decrease ();
2046 return 1;
2047 }
2048
2049 /**
2050 * 'victim' moves onto 'trap'
2051 * 'victim' leaves 'trap'
2052 * effect is determined by move_on/move_off of trap and move_type of victime.
2053 *
2054 * originator: Player, monster or other object that caused 'victim' to move
2055 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2056 * However, some types of traps require an originator to function.
2057 */
2058 void
2059 move_apply (object *trap, object *victim, object *originator)
2060 {
2061 static int recursion_depth = 0;
2062
2063 /* Only exits affect DMs. */
2064 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2065 return;
2066
2067 /* move_apply() is the most likely candidate for causing unwanted and
2068 * possibly unlimited recursion.
2069 */
2070 /* The following was changed because it was causing perfectly correct
2071 * maps to fail. 1) it's not an error to recurse:
2072 * rune detonates, summoning monster. monster lands on nearby rune.
2073 * nearby rune detonates. This sort of recursion is expected and
2074 * proper. This code was causing needless crashes.
2075 */
2076 if (recursion_depth >= 500)
2077 {
2078 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2079 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2080 return;
2081 }
2082
2083 recursion_depth++;
2084 if (trap->head)
2085 trap = trap->head;
2086
2087 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2088 switch (trap->type)
2089 {
2090 case PLAYERMOVER:
2091 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2092 {
2093 if (!trap->stats.maxsp)
2094 trap->stats.maxsp = 2;
2095
2096 /* Is this correct? From the docs, it doesn't look like it
2097 * should be divided by trap->speed
2098 */
2099 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2100
2101 /* Just put in some sanity check. I think there is a bug in the
2102 * above with some objects have zero speed, and thus the player
2103 * getting permanently paralyzed.
2104 */
2105 if (victim->speed_left < -50.f)
2106 victim->speed_left = -50.f;
2107 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2108 }
2109 break;
2110
2111 case SPINNER:
2112 if (victim->direction)
2113 {
2114 victim->direction = absdir (victim->direction - trap->stats.sp);
2115 update_turn_face (victim);
2116 }
2117 break;
2118
2119 case DIRECTOR:
2120 if (victim->direction && !should_director_abort (trap, victim))
2121 {
2122 victim->direction = trap->stats.sp;
2123 update_turn_face (victim);
2124 }
2125 break;
2126
2127 case BUTTON:
2128 case PEDESTAL:
2129 case T_MATCH:
2130 update_button (trap, originator);
2131 break;
2132
2133 case ALTAR:
2134 /* sacrifice victim on trap */
2135 apply_altar (trap, victim, originator);
2136 break;
2137
2138 case THROWN_OBJ:
2139 if (trap->inv == NULL)
2140 break;
2141 /* fallthrough */
2142
2143 case ARROW:
2144 /* bad bug: monster throw a object, make a step forwards, step on object ,
2145 * trigger this here and get hit by own missile - and will be own enemy.
2146 * Victim then is his own enemy and will start to kill herself (this is
2147 * removed) but we have not synced victim and his missile. To avoid senseless
2148 * action, we avoid hits here
2149 */
2150 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2151 && trap->owner != victim)
2152 hit_with_arrow (trap, victim);
2153 break;
2154
2155 case SPELL_EFFECT:
2156 apply_spell_effect (trap, victim);
2157 break;
2158
2159 case TRAPDOOR:
2160 {
2161 int max, sound_was_played;
2162 object *ab, *ab_next;
2163
2164 if (!trap->value)
2165 {
2166 int tot;
2167
2168 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2169 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2170 tot += ab->head_ ()->total_weight ();
2171
2172 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2173 break;
2174
2175 SET_ANIMATION (trap, trap->value);
2176 update_object (trap, UP_OBJ_FACE);
2177 }
2178
2179 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2180 {
2181 /* need to set this up, since if we do transfer the object,
2182 * ab->above would be bogus
2183 */
2184 ab_next = ab->above;
2185
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 {
2188 if (!sound_was_played)
2189 {
2190 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2191 sound_was_played = 1;
2192 }
2193
2194 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2195 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2196 }
2197 }
2198 break;
2199 }
2200
2201 case CONVERTER:
2202 if (convert_item (victim, trap) < 0)
2203 {
2204 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2205 archetype::get (shstr_burnout)->insert_at (trap, trap);
2206 }
2207
2208 break;
2209
2210 case TRIGGER_BUTTON:
2211 case TRIGGER_PEDESTAL:
2212 case TRIGGER_ALTAR:
2213 check_trigger (trap, victim, originator);
2214 break;
2215
2216 case DEEP_SWAMP:
2217 walk_on_deep_swamp (trap, victim);
2218 break;
2219
2220 case CHECK_INV:
2221 check_inv (victim, trap);
2222 break;
2223
2224 case HOLE:
2225 move_apply_hole (trap, victim);
2226 break;
2227
2228 case EXIT:
2229 if (victim->type == PLAYER && EXIT_PATH (trap))
2230 {
2231 /* Basically, don't show exits leading to random maps the
2232 * players output.
2233 */
2234 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2235 victim->statusmsg (trap->msg, NDI_NAVY);
2236
2237 trap->play_sound (trap->sound);
2238 victim->enter_exit (trap);
2239 }
2240 break;
2241
2242 case ENCOUNTER:
2243 /* may be some leftovers on this */
2244 break;
2245
2246 case SHOP_MAT:
2247 apply_shop_mat (trap, victim);
2248 break;
2249
2250 /* Drop a certain amount of gold, and have one item identified */
2251 case IDENTIFY_ALTAR:
2252 apply_id_altar (victim, trap, originator);
2253 break;
2254
2255 case SIGN:
2256 if (victim->type != PLAYER && trap->stats.food > 0)
2257 break; /* monsters musn't apply magic_mouths with counters */
2258
2259 apply_sign (victim, trap, 1);
2260 break;
2261
2262 case CONTAINER:
2263 apply_container (victim, trap);
2264 break;
2265
2266 case RUNE:
2267 case TRAP:
2268 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2269 spring_trap (trap, victim);
2270 break;
2271
2272 default:
2273 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2274 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2275 break;
2276 }
2277
2278 recursion_depth--;
2279 }
2280
2281 /**
2282 * Handles reading a regular (ie not containing a spell) book.
2283 */
2284 static void
2285 apply_book (object *op, object *tmp)
2286 {
2287 int lev_diff;
2288 object *skill_ob;
2289
2290 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2291 {
2292 op->failmsg ("You are unable to read while blind!");
2293 return;
2294 }
2295
2296 if (!tmp->msg)
2297 {
2298 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2299 return;
2300 }
2301
2302 /* need a literacy skill to read stuff! */
2303 skill_ob = find_skill_by_name (op, tmp->skill);
2304 if (!skill_ob)
2305 {
2306 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2307 return;
2308 }
2309
2310 lev_diff = tmp->level - (skill_ob->level + 5);
2311 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2312 {
2313 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2314 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2315 : lev_diff < 5 ? "This book is beyond your comprehension."
2316 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2317 : lev_diff < 15 ? "This book is way beyond your comprehension."
2318 : "This book is totally beyond your comprehension.");
2319 return;
2320 }
2321
2322 // we currently don't use the message types for anything.
2323 // readable_message_type *msgType = get_readable_message_type (tmp);
2324
2325 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2326
2327 if (player *pl = op->contr)
2328 if (client *ns = pl->ns)
2329 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2330
2331 /* gain xp from reading */
2332 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2333 { /* only if not read before */
2334 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2335
2336 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2337 {
2338 /*exp_gain *= 2; because they just identified it too */
2339 SET_FLAG (tmp, FLAG_IDENTIFIED);
2340
2341 if (object *pl = tmp->visible_to ())
2342 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2343 }
2344
2345 change_exp (op, exp_gain, skill_ob->skill, 0);
2346 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2347 }
2348 }
2349
2350 /**
2351 * op made some mistake with a scroll, this takes care of punishment.
2352 * scroll_failure()- hacked directly from spell_failure
2353 */
2354 static void
2355 scroll_failure (object *op, int failure, int power)
2356 {
2357 if (abs (failure / 4) > power)
2358 power = abs (failure / 4); /* set minimum effect */
2359
2360 if (failure <= -1 && failure > -15)
2361 { /* wonder */
2362 object *tmp;
2363
2364 op->failmsg ("Your spell warps!");
2365 tmp = get_archetype (SPELL_WONDER);
2366 cast_wonder (op, op, 0, tmp);
2367 tmp->destroy ();
2368 }
2369 else if (failure <= -15 && failure > -35)
2370 { /* drain mana */
2371 op->failmsg ("Your mana is drained!");
2372 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2373 if (op->stats.sp < 0)
2374 op->stats.sp = 0;
2375 }
2376 else if (settings.spell_failure_effects == TRUE)
2377 {
2378 if (failure <= -35 && failure > -60)
2379 { /* confusion */
2380 op->failmsg ("The magic recoils on you!");
2381 confuse_player (op, op, power);
2382 }
2383 else if (failure <= -60 && failure > -70)
2384 { /* paralysis */
2385 op->failmsg ("The magic recoils and paralyzes you!");
2386 paralyze_player (op, op, power);
2387 }
2388 else if (failure <= -70 && failure > -80)
2389 { /* blind */
2390 op->failmsg ("The magic recoils on you!");
2391 blind_player (op, op, power);
2392 }
2393 else if (failure <= -80)
2394 { /* blast the immediate area */
2395 object *tmp = get_archetype (LOOSE_MANA);
2396 cast_magic_storm (op, tmp, power);
2397 op->failmsg ("You unleash uncontrolled mana!");
2398 tmp->destroy ();
2399 }
2400 }
2401 }
2402
2403 /**
2404 * Handles the applying of a skill scroll, calling learn_skill straight.
2405 * op is the person learning the skill, tmp is the skill scroll object
2406 */
2407 static void
2408 apply_skillscroll (object *op, object *tmp)
2409 {
2410 switch (learn_skill (op, tmp))
2411 {
2412 case 0:
2413 op->play_sound (sound_find ("generic_fail"));
2414 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2415 break;
2416
2417 case 1:
2418 tmp->decrease ();
2419 op->play_sound (sound_find ("skill_learn"));
2420 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2421 break;
2422
2423 default:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("generic_fail"));
2426 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2427 break;
2428 }
2429 }
2430
2431 /**
2432 * Actually makes op learn spell.
2433 * Informs player of what happens.
2434 */
2435 void
2436 do_learn_spell (object *op, object *spell, int special_prayer)
2437 {
2438 object *tmp;
2439
2440 if (op->type != PLAYER)
2441 {
2442 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2443 return;
2444 }
2445
2446 /* Upgrade special prayers to normal prayers */
2447 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2448 {
2449 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2450 {
2451 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2452 return;
2453 }
2454 return;
2455 }
2456
2457 op->contr->play_sound (sound_find ("learn_spell"));
2458
2459 tmp = spell->clone ();
2460 insert_ob_in_ob (tmp, op);
2461
2462 if (special_prayer)
2463 SET_FLAG (tmp, FLAG_STARTEQUIP);
2464
2465 esrv_add_spells (op->contr, tmp);
2466 }
2467
2468 /**
2469 * Erases spell from player's inventory.
2470 */
2471 void
2472 do_forget_spell (object *op, const char *spell)
2473 {
2474 object *spob;
2475
2476 if (op->type != PLAYER)
2477 {
2478 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2479 return;
2480 }
2481 if ((spob = check_spell_known (op, spell)) == NULL)
2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2484 return;
2485 }
2486
2487 op->failmsgf ("You lose knowledge of %s.", spell);
2488 esrv_remove_spell (op->contr, spob);
2489 spob->destroy ();
2490 }
2491
2492 /**
2493 * Handles player applying a spellbook.
2494 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2495 * stuff like that. Random learning failure too.
2496 */
2497 static void
2498 apply_spellbook (object *op, object *tmp)
2499 {
2500 object *skop, *spell, *spell_skill;
2501
2502 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2503 {
2504 op->failmsg ("You are unable to read while blind.");
2505 return;
2506 }
2507
2508 /* artifact_spellbooks have 'slaying' field point to a spell name,
2509 * instead of having their spell stored in stats.sp. These are
2510 * legacy spellbooks
2511 */
2512 if (tmp->slaying)
2513 {
2514 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2515
2516 if (!spell)
2517 {
2518 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2519 return;
2520 }
2521 else
2522 insert_ob_in_ob (spell, tmp);
2523
2524 tmp->slaying = 0;
2525 }
2526
2527 skop = find_skill_by_name (op, tmp->skill);
2528
2529 /* need a literacy skill to learn spells. Also, having a literacy level
2530 * lower than the spell will make learning the spell more difficult */
2531 if (!skop)
2532 {
2533 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2534 return;
2535 }
2536
2537 spell = tmp->inv;
2538
2539 if (!spell)
2540 {
2541 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2542 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2543 return;
2544 }
2545
2546 int learn_level = sqrtf (spell->level) * 1.5f;
2547 if (skop->level < learn_level)
2548 {
2549 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2550 &tmp->skill, learn_level);
2551 return;
2552 }
2553
2554 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2555
2556 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2557 identify (tmp);
2558
2559 /* I removed the check for special_prayer_mark here - it didn't make
2560 * a lot of sense - special prayers are not found in spellbooks, and
2561 * if the player doesn't know the spell, doesn't make a lot of sense that
2562 * they would have a special prayer mark.
2563 */
2564 if (check_spell_known (op, spell->name))
2565 {
2566 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2567 return;
2568 }
2569
2570 if (spell->skill)
2571 {
2572 spell_skill = find_skill_by_name (op, spell->skill);
2573
2574 if (!spell_skill)
2575 {
2576 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2577 return;
2578 }
2579
2580 if (spell_skill->level < spell->level)
2581 {
2582 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2583 return;
2584 }
2585 }
2586
2587 /* Logic as follows
2588 *
2589 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2590 *
2591 * 2- The learner's skill level in literacy adjusts the chance to learn
2592 * a spell.
2593 *
2594 * 3 -Automatically fail to learn if you read while confused
2595 *
2596 * Overall, chances are the same but a player will find having a high
2597 * literacy rate very useful! -b.t.
2598 */
2599 if (QUERY_FLAG (op, FLAG_CONFUSED))
2600 {
2601 op->failmsg ("In your confused state you flub the wording of the text!");
2602 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2603 }
2604 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2605 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2606 {
2607 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2608 do_learn_spell (op, spell, 0);
2609
2610 /* xp gain to literacy for spell learning */
2611 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2612 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2613 }
2614 else
2615 {
2616 op->contr->play_sound (sound_find ("fumble_spell"));
2617 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2618 }
2619
2620 tmp->decrease ();
2621 }
2622
2623 /**
2624 * Handles applying a spell scroll.
2625 */
2626 void
2627 apply_scroll (object *op, object *tmp, int dir)
2628 {
2629 object *skop;
2630
2631 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2632 {
2633 op->failmsg ("You are unable to read while blind.");
2634 return;
2635 }
2636
2637 if (!tmp->inv || tmp->inv->type != SPELL)
2638 {
2639 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2640 return;
2641 }
2642
2643 if (op->type == PLAYER)
2644 {
2645 /* players need a literacy skill to read stuff! */
2646 int exp_gain = 0;
2647
2648 /* hard code literacy - tmp->skill points to where the exp
2649 * should go for anything killed by the spell.
2650 */
2651 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2652
2653 if (!skop)
2654 {
2655 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2656 return;
2657 }
2658
2659 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2660 change_exp (op, exp_gain, skop->skill, 0);
2661 }
2662
2663 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2664 identify (tmp);
2665
2666 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2667
2668 cast_spell (op, tmp, dir, tmp->inv, NULL);
2669 tmp->decrease ();
2670 }
2671
2672 /**
2673 * Applies a treasure object - by default, chest. op
2674 * is the person doing the applying, tmp is the treasure
2675 * chest.
2676 */
2677 static void
2678 apply_treasure (object *op, object *tmp)
2679 {
2680 /* Nice side effect of this treasure creation method is that the treasure
2681 * for the chest is done when the chest is created, and put into the chest
2682 * inventory. So that when the chest burns up, the items still exist. Also
2683 * prevents people from moving chests to more difficult maps to get better
2684 * treasure
2685 */
2686 object *treas = tmp->inv;
2687
2688 if (!treas)
2689 {
2690 op->statusmsg ("The chest was empty.");
2691 tmp->decrease ();
2692 return;
2693 }
2694
2695 while (tmp->inv)
2696 {
2697 treas = tmp->inv;
2698 treas->remove ();
2699
2700 treas->x = op->x;
2701 treas->y = op->y;
2702 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2703
2704 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2705 spring_trap (treas, op);
2706
2707 /* If either player or container was destroyed, no need to do
2708 * further processing. I think this should be enclused with
2709 * spring trap above, as I don't think there is otherwise
2710 * any way for the treasure chest or player to get killed.
2711 */
2712 if (op->destroyed () || tmp->destroyed ())
2713 break;
2714 }
2715
2716 if (!tmp->destroyed () && !tmp->inv)
2717 tmp->decrease (true);
2718 }
2719
2720 /**
2721 * A dragon is eating some flesh. If the flesh contains resistances,
2722 * there is a chance for the dragon's skin to get improved.
2723 *
2724 * attributes:
2725 * object *op the object (dragon player) eating the flesh
2726 * object *meal the flesh item, getting chewed in dragon's mouth
2727 * return:
2728 * int 1 if eating successful, 0 if it doesn't work
2729 */
2730 static int
2731 dragon_eat_flesh (object *op, object *meal)
2732 {
2733 object *skin = NULL; /* pointer to dragon skin force */
2734 object *abil = NULL; /* pointer to dragon ability force */
2735 object *tmp = NULL; /* tmp. object */
2736
2737 double chance; /* improvement-chance of one resistance type */
2738 double totalchance = 1; /* total chance of gaining one resistance */
2739 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2740 double mbonus = 0; /* monster bonus */
2741 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2742 int winners = 0; /* number of winners */
2743 int i; /* index */
2744
2745 /* let's make sure and doublecheck the parameters */
2746 if (meal->type != FLESH || !op->is_dragon ())
2747 return 0;
2748
2749 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2750 from the player's inventory */
2751 for (tmp = op->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == FORCE)
2753 if (tmp->arch->archname == shstr_dragon_skin_force)
2754 skin = tmp;
2755 else if (tmp->arch->archname == shstr_dragon_ability_force)
2756 abil = tmp;
2757
2758 /* if either skin or ability are missing, this is an old player
2759 which is not to be considered a dragon -> bail out */
2760 if (skin == NULL || abil == NULL)
2761 return 0;
2762
2763 /* now start by filling stomache and health, according to food-value */
2764 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2765 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2766 else
2767 op->stats.hp += meal->stats.food / 50;
2768
2769 min_it (op->stats.hp, op->stats.maxhp);
2770 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2771
2772 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2773
2774 /* on to the interesting part: chances for adding resistance */
2775 for (i = 0; i < NROFATTACKS; i++)
2776 {
2777 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2778 {
2779 /* got positive resistance, now calculate improvement chance (0-100) */
2780
2781 /* this bonus makes resistance increase easier at lower levels */
2782 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2783 if (i == abil->stats.exp)
2784 bonus += 5; /* additional bonus for resistance of ability-focus */
2785
2786 /* monster bonus increases with level, because high-level
2787 flesh is too rare */
2788 mbonus = op->level * 20. / ((double) settings.max_level);
2789
2790 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2791 ((double)settings.max_level)) - skin->resist[i];
2792
2793 if (chance >= 0.)
2794 chance += 1.;
2795 else
2796 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2797
2798 /* chance is proportional to amount of resistance (max. 50) */
2799 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2800
2801 /* doubled chance for resistance of ability-focus */
2802 if (i == abil->stats.exp)
2803 chance = min (100., chance * 2.);
2804
2805 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2806 if (rndm (10000) < (unsigned int)(chance * 100))
2807 {
2808 atnr_winner[winners] = i;
2809 winners++;
2810 }
2811
2812 if (chance >= 0.01)
2813 totalchance *= 1 - chance / 100;
2814
2815 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2816 }
2817 }
2818
2819 /* inverse totalchance as until now we have the failure-chance */
2820 totalchance = 100 - totalchance * 100;
2821
2822 /* print message according to totalchance */
2823 const char *buf;
2824 if (totalchance > 50.)
2825 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2826 else if (totalchance > 10.)
2827 buf = format ("The %s tasted very good.", &meal->name);
2828 else if (totalchance > 1.)
2829 buf = format ("The %s tasted good.", &meal->name);
2830 else if (totalchance > 0.1)
2831 buf = format ("The %s tasted bland.", &meal->name);
2832 else if (totalchance >= 0.01)
2833 buf = format ("The %s had a boring taste.", &meal->name);
2834 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2835 buf = format ("The %s tasted strange.", &meal->name);
2836 else
2837 buf = format ("The %s had no taste.", &meal->name);
2838
2839 op->statusmsg (buf);
2840
2841 /* now choose a winner if we have any */
2842 i = -1;
2843 if (winners > 0)
2844 i = atnr_winner [rndm (winners)];
2845
2846 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2847 {
2848 /* resistance increased! */
2849 skin->resist[i]++;
2850 op->update_stats ();
2851
2852 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2853 }
2854
2855 /* if this flesh contains a new ability focus, we mark it
2856 into the ability_force and it will take effect on next level */
2857 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2858 {
2859 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2860
2861 if (meal->last_eat != abil->stats.exp)
2862 op->statusmsg (format (
2863 "Your metabolism prepares to focus on %s!\n"
2864 "The change will happen at level %d.",
2865 change_resist_msg[meal->last_eat],
2866 abil->level + 1
2867 ));
2868 else
2869 {
2870 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2871 abil->last_eat = 0;
2872 }
2873 }
2874
2875 return 1;
2876 }
2877
2878 /**
2879 * op eats food.
2880 * If player, takes care of messages and dragon special food.
2881 */
2882 static void
2883 apply_food (object *op, object *tmp)
2884 {
2885 int capacity_remaining;
2886
2887 if (op->type != PLAYER)
2888 op->stats.hp = op->stats.maxhp;
2889 else
2890 {
2891 /* check if this is a dragon (player), eating some flesh */
2892 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2893 ;
2894 else
2895 {
2896 /* usual case - no dragon meal: */
2897 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2898 {
2899 if (tmp->type == FOOD || tmp->type == FLESH)
2900 op->failmsg ("You feel full, but what a waste of food!");
2901 else
2902 op->statusmsg ("Most of the drink goes down your face not your throat!");
2903 }
2904
2905 tmp->play_sound (
2906 tmp->sound
2907 ? tmp->sound
2908 : tmp->type == DRINK
2909 ? sound_find ("eat_drink")
2910 : sound_find ("eat_food")
2911 );
2912
2913 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2914 {
2915 const char *buf;
2916
2917 if (!op->is_dragon ())
2918 {
2919 /* eating message for normal players */
2920 if (tmp->type == DRINK)
2921 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2922 else
2923 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2924 }
2925 else
2926 /* eating message for dragon players */
2927 buf = format ("The %s tasted terrible!", &tmp->name);
2928
2929 op->statusmsg (buf);
2930
2931 capacity_remaining = MAX_FOOD - op->stats.food;
2932 op->stats.food += tmp->stats.food;
2933 if (capacity_remaining < tmp->stats.food)
2934 op->stats.hp += capacity_remaining / 50;
2935 else
2936 op->stats.hp += tmp->stats.food / 50;
2937
2938 min_it (op->stats.hp, op->stats.maxhp);
2939 min_it (op->stats.food, MAX_FOOD);
2940 }
2941
2942 /* special food hack -b.t. */
2943 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2944 eat_special_food (op, tmp);
2945 }
2946 }
2947
2948 handle_apply_yield (tmp);
2949 tmp->decrease ();
2950 }
2951
2952 /**
2953 * Handles applying an improve armor scroll.
2954 * Does some sanity checks, then calls improve_armour.
2955 */
2956 static void
2957 apply_armour_improver (object *op, object *tmp)
2958 {
2959 object *armor;
2960
2961 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 armor = find_marked_object (op);
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 op->statusmsg ("Applying armour enchantment.");
2984 improve_armour (op, tmp, armor);
2985 }
2986
2987 void
2988 apply_poison (object *op, object *tmp)
2989 {
2990 // need to do it now when it is still on the map
2991 handle_apply_yield (tmp);
2992
2993 object *poison = tmp->split (1);
2994
2995 if (op->type == PLAYER)
2996 {
2997 op->contr->play_sound (sound_find ("drink_poison"));
2998 op->failmsg ("Yech! That tasted poisonous!");
2999 op->contr->killer = poison;
3000 }
3001
3002 if (poison->stats.hp > 0)
3003 {
3004 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3005 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3006 }
3007
3008 op->stats.food -= op->stats.food / 4;
3009 poison->destroy ();
3010 }
3011
3012 /**
3013 * This function will try to apply a lighter and in case no lighter
3014 * is specified it will try to find a lighter in the players inventory,
3015 * and inform him about this requirement.
3016 *
3017 * who - the player
3018 * op - the item we want to light
3019 * lighter - the lighter or 0 if a lighter has yet to be found
3020 */
3021 static object *
3022 auto_apply_lighter (object *who, object *op, object *lighter)
3023 {
3024 if (lighter == 0)
3025 {
3026 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3027 {
3028 if (tmp->type == LIGHTER)
3029 {
3030 lighter = tmp;
3031 break;
3032 }
3033 }
3034
3035 if (!lighter)
3036 {
3037 who->failmsgf (
3038 "You can't light up the %s with your bare hands! "
3039 "H<You need a lighter in your inventory, for example a flint and steel.>",
3040 &op->name
3041 );
3042 return 0;
3043 }
3044 }
3045
3046 // last_eat == 0 means the lighter is not being used up!
3047 if (lighter->last_eat && lighter->stats.food)
3048 {
3049 /* lighter gets used up */
3050 lighter = lighter->split ();
3051 lighter->stats.food--;
3052 who->insert (lighter);
3053 }
3054 else if (lighter->last_eat)
3055 {
3056 /* no charges left in lighter */
3057 who->failmsgf (
3058 "You attempt to light the %s with a used up %s.",
3059 &op->name, &lighter->name
3060 );
3061 return 0;
3062 }
3063
3064 return lighter;
3065 }
3066
3067 /**
3068 * Designed primarily to light torches/lanterns/etc.
3069 * Also burns up burnable material too. First object in the inventory is
3070 * the selected object to "burn". -b.t.
3071 */
3072 static void
3073 apply_lighter (object *who, object *lighter)
3074 {
3075 object *item;
3076 int is_player_env = 0;
3077
3078 item = find_marked_object (who);
3079 if (item)
3080 {
3081 if (!auto_apply_lighter (who, item, lighter))
3082 return;
3083
3084 /* Perhaps we should split what we are trying to light on fire?
3085 * I can't see many times when you would want to light multiple
3086 * objects at once.
3087 */
3088
3089 save_throw_object (item, AT_FIRE, who);
3090
3091 if (item->destroyed ()
3092 || ((item->type == LAMP || item->type == TORCH)
3093 && item->glow_radius > 0))
3094 who->statusmsg (format (
3095 "You light the %s with the %s.",
3096 &item->name, &lighter->name
3097 ));
3098 else
3099 who->failmsgf (
3100 "You attempt to light the %s with the %s and fail.",
3101 &item->name, &lighter->name
3102 );
3103 }
3104 else
3105 who->failmsg ("You need to mark a lightable object.");
3106 }
3107
3108 /**
3109 * This function generates a cursed effect for cursed lamps and torches.
3110 */
3111 static void
3112 player_apply_lamp_cursed_effect (object *who, object *op)
3113 {
3114 if (op->level)
3115 {
3116 who->failmsgf (
3117 "The %s was cursed, it explodes in a big fireball!",
3118 &op->name
3119 );
3120 create_exploding_ball_at (who, op->level);
3121 }
3122 else
3123 {
3124 who->failmsgf (
3125 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3126 &op->name
3127 );
3128 }
3129
3130 op->destroy ();
3131 }
3132
3133 /**
3134 * Apply for players and lamps
3135 *
3136 * who - the player
3137 * op - the lamp
3138 */
3139 static void
3140 player_apply_lamp (object *who, object *op)
3141 {
3142 bool switch_on = op->glow_radius ? false : true;
3143
3144 if (switch_on)
3145 {
3146 object *lighter = 0;
3147
3148 if (op->flag [FLAG_IS_LIGHTABLE]
3149 && !(lighter = auto_apply_lighter (who, op, 0)))
3150 return;
3151
3152 if (op->stats.food < 1)
3153 {
3154 if (op->type == LAMP)
3155 who->failmsgf (
3156 "The %s is out of fuel! "
3157 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3158 &op->name
3159 );
3160 else
3161 who->failmsgf (
3162 "The %s is burnt out! "
3163 "H<Torches and similar items burn out and become worthless.>",
3164 &op->name
3165 );
3166 return;
3167 }
3168
3169 if (op->flag [FLAG_CURSED])
3170 {
3171 player_apply_lamp_cursed_effect (who, op);
3172 return;
3173 }
3174
3175 if (lighter)
3176 who->statusmsg (format (
3177 "You light up the %s with the %s.", &op->name, &lighter->name));
3178 else
3179 who->statusmsg (format ("You light up the %s.", &op->name));
3180 }
3181 else
3182 {
3183 if (op->flag [FLAG_CURSED])
3184 {
3185 player_apply_lamp_cursed_effect (who, op);
3186 return;
3187 }
3188
3189 if (op->type == TORCH)
3190 {
3191 if (!op->flag [FLAG_IS_LIGHTABLE])
3192 {
3193 who->statusmsg (format (
3194 "You put out the %s. "
3195 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3196 &op->name, &op->name));
3197 }
3198 else
3199 who->statusmsg (format (
3200 "You put out the %s."
3201 "H<Torches wear out if you put them out.>",
3202 &op->name));
3203 }
3204 else
3205 who->statusmsg (format ("You turn off the %s.", &op->name));
3206 }
3207
3208 apply_lamp (op, switch_on);
3209 }
3210
3211 void get_animation_from_arch (object *op, arch_ptr a)
3212 {
3213 op->animation_id = a->animation_id;
3214 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3215 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3216 op->anim_speed = a->anim_speed;
3217 op->last_anim = 0;
3218 op->state = 0;
3219 op->face = a->face;
3220
3221 if (NUM_ANIMATIONS(op) > 1)
3222 {
3223 SET_ANIMATION(op, 0);
3224 animate_object (op, op->direction);
3225 }
3226 else
3227 update_object (op, UP_OBJ_FACE);
3228 }
3229
3230 /**
3231 * Apply for LAMPs and TORCHes.
3232 *
3233 * op - the lamp
3234 * switch_on - a flag which says whether the lamp should be switched on or off
3235 */
3236 void apply_lamp (object *op, bool switch_on)
3237 {
3238 op->set_glow_radius (switch_on ? op->range : 0);
3239 op->set_speed (switch_on ? op->arch->speed : 0);
3240
3241 // torches wear out if you put them out
3242 if (op->type == TORCH && !switch_on)
3243 {
3244 if (op->flag [FLAG_IS_LIGHTABLE])
3245 {
3246 op->stats.food -= (double) op->arch->stats.food / 15;
3247 if (op->stats.food < 0)
3248 op->stats.food = 0;
3249 }
3250 else
3251 op->stats.food = 0;
3252 }
3253
3254 // lamps and torched get worthless when used up
3255 if (op->stats.food <= 0)
3256 op->value = 0;
3257
3258 // FIXME: This is a hack to make the more sane torches and lamps
3259 // still animated ;-/
3260 if (op->other_arch)
3261 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3262
3263 if (object *pl = op->visible_to ())
3264 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3265 }
3266
3267 /**
3268 * This handles items of type 'transformer'.
3269 * Basically those items, used with a marked item, transform both items into something
3270 * else.
3271 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3272 * Change information is contained in the 'slaying' field of the marked item.
3273 * The format is as follow: transformer:[number ]yield[;transformer:...].
3274 * This way an item can be transformed in many things, and/or many objects.
3275 * The 'slaying' field for transformer is used as verb for the action.
3276 */
3277 static void
3278 apply_item_transformer (object *pl, object *transformer)
3279 {
3280 object *marked;
3281 object *new_item;
3282 const char *find;
3283 char *separator;
3284 int yield;
3285 char got[MAX_BUF];
3286 int len;
3287
3288 if (!pl || !transformer)
3289 return;
3290
3291 marked = find_marked_object (pl);
3292
3293 if (!marked)
3294 {
3295 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3296 return;
3297 }
3298
3299 if (!marked->slaying)
3300 {
3301 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3302 return;
3303 }
3304
3305 /* check whether they are compatible or not */
3306 find = strstr (&marked->slaying, transformer->arch->archname);
3307 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3308 {
3309 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3310 return;
3311 }
3312
3313 find += strlen (transformer->arch->archname) + 1;
3314 /* Item can be used, now find how many and what it yields */
3315 if (isdigit (*(find)))
3316 {
3317 yield = atoi (find);
3318 if (yield < 1)
3319 {
3320 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3321 yield = 1;
3322 }
3323 }
3324 else
3325 yield = 1;
3326
3327 while (isdigit (*find))
3328 find++;
3329
3330 while (*find == ' ')
3331 find++;
3332
3333 memset (got, 0, MAX_BUF);
3334
3335 if ((separator = (char *) strchr (find, ';')))
3336 len = separator - find;
3337 else
3338 len = strlen (find);
3339
3340 min_it (len, MAX_BUF - 1);
3341
3342 strcpy (got, find);
3343 got[len] = '\0';
3344
3345 /* Now create new item, remove used ones when required. */
3346 new_item = get_archetype (got);
3347 if (!new_item)
3348 {
3349 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3350 return;
3351 }
3352
3353 new_item->nrof = yield;
3354
3355 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3356
3357 pl->insert (new_item);
3358 /* Eat up one item */
3359 marked->decrease ();
3360
3361 /* Eat one transformer if needed */
3362 if (transformer->stats.food)
3363 if (--transformer->stats.food == 0)
3364 transformer->decrease ();
3365 }
3366
3367 /**
3368 * Main apply handler.
3369 *
3370 * Checks for unpaid items before applying.
3371 *
3372 * Return value is currently not used
3373 *
3374 * who is the object that is causing object to be applied, op is the object
3375 * being applied.
3376 *
3377 * aflag is special (always apply/unapply) flags. Nothing is done with
3378 * them in this function - they are passed to apply_special
3379 */
3380 static bool
3381 manual_apply (object *who, object *op, int aflag)
3382 {
3383 op = op->head_ ();
3384
3385 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3386 {
3387 if (who->contr)
3388 {
3389 examine (who, op);
3390 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3391 return 1;
3392 }
3393 else
3394 return 0; /* monsters just skip unpaid items */
3395 }
3396
3397 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3398 return RESULT_INT (0);
3399 else if (apply_types_inv_only [op->type])
3400 {
3401 // special item, using slot system, needs to be in inv
3402 if (op->env == who)
3403 return apply_special (who, op, aflag);
3404
3405 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3406 }
3407 else if (!who->contr && apply_types_player_only [op->type])
3408 return 0; // monsters shouldn't try to apply player-only stuff
3409 else if (apply_types [op->type])
3410 {
3411 // ordinary stuff, may be on the floor
3412 switch (op->type)
3413 {
3414 case T_HANDLE:
3415 who->play_sound (sound_find ("turn_handle"));
3416 who->statusmsg ("You turn the handle.");
3417 op->value = op->value ? 0 : 1;
3418 SET_ANIMATION (op, op->value);
3419 update_object (op, UP_OBJ_FACE);
3420 push_button (op, who);
3421 break;
3422
3423 case TRIGGER:
3424 if (check_trigger (op, who, who))
3425 {
3426 who->statusmsg ("You turn the handle.");
3427 who->play_sound (sound_find ("turn_handle"));
3428 }
3429 else
3430 who->failmsg ("The handle doesn't move.");
3431
3432 break;
3433
3434 case EXIT:
3435 if (!EXIT_PATH (op))
3436 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3437 else
3438 {
3439 /* Don't display messages for random maps. */
3440 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3441 who->statusmsg (op->msg, NDI_NAVY);
3442
3443 who->enter_exit (op);
3444 }
3445
3446 break;
3447
3448 case INSCRIBABLE:
3449 who->statusmsg (op->msg);
3450 // maybe show a spell menu to chose from or something like that
3451 break;
3452
3453 case SIGN:
3454 apply_sign (who, op, 0);
3455 break;
3456
3457 case BOOK:
3458 apply_book (who, op);
3459 break;
3460
3461 case SKILLSCROLL:
3462 apply_skillscroll (who, op);
3463 break;
3464
3465 case SPELLBOOK:
3466 apply_spellbook (who, op);
3467 break;
3468
3469 case SCROLL:
3470 apply_scroll (who, op, 0);
3471 break;
3472
3473 case POTION:
3474 apply_potion (who, op);
3475 break;
3476
3477 /* Eneq(@csd.uu.se): Handle apply on containers. */
3478 //TODO: remove, as it is unsed?
3479 case CLOSE_CON:
3480 apply_container (who, op->env);
3481 break;
3482
3483 case CONTAINER:
3484 apply_container (who, op);
3485 break;
3486
3487 case TREASURE:
3488 apply_treasure (who, op);
3489 break;
3490
3491 case LAMP:
3492 case TORCH:
3493 player_apply_lamp (who, op);
3494 break;
3495
3496 case DRINK:
3497 case FOOD:
3498 case FLESH:
3499 apply_food (who, op);
3500 break;
3501
3502 case POISON:
3503 apply_poison (who, op);
3504 break;
3505
3506 case SAVEBED:
3507 break;
3508
3509 case ARMOUR_IMPROVER:
3510 apply_armour_improver (who, op);
3511 break;
3512
3513 case WEAPON_IMPROVER:
3514 check_improve_weapon (who, op);
3515 break;
3516
3517 case CLOCK:
3518 {
3519 char buf[MAX_BUF];
3520 timeofday_t tod;
3521
3522 get_tod (&tod);
3523 who->play_sound (sound_find ("sound_clock"));
3524 who->statusmsg (format (
3525 "It is %d minute%s past %d o'clock %s",
3526 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3527 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3528 ));
3529 }
3530 break;
3531
3532 case MENU:
3533 shop_listing (op, who);
3534 break;
3535
3536 case POWER_CRYSTAL:
3537 apply_power_crystal (who, op); /* see egoitem.c */
3538 break;
3539
3540 case LIGHTER: /* for lighting torches/lanterns/etc */
3541 apply_lighter (who, op);
3542 break;
3543
3544 case ITEM_TRANSFORMER:
3545 apply_item_transformer (who, op);
3546 break;
3547 }
3548
3549 return 1;
3550 }
3551 else
3552 {
3553 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3554 return 0;
3555 }
3556 }
3557
3558 /**
3559 * player_apply_below attempts to apply the object 'below' the player.
3560 * If the player has an open container, we use that for below, otherwise
3561 * we use the ground.
3562 */
3563 void
3564 player_apply_below (object *pl)
3565 {
3566 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3567
3568 /* If using a container, set the starting item to be the top
3569 * item in the container. Otherwise, use the map.
3570 */
3571
3572 // first try to apply "applyables"
3573 for (object *tmp = top; tmp; tmp = tmp->below)
3574 if (!tmp->invisible && apply_types [tmp->type])
3575 {
3576 // If it is visible, player can apply it.
3577 pl->apply (tmp);
3578 return;
3579 }
3580
3581 while (top && top->invisible)
3582 top = top->below;
3583
3584 if (!top || top->flag [FLAG_IS_FLOOR])
3585 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3586 "H<There is nothing here that you can apply.>");
3587 else
3588 // next, try to explain the topmost object
3589 switch (top->type)
3590 {
3591 // TODO: all this should move to examine
3592 case ALTAR:
3593 case IDENTIFY_ALTAR:
3594 case TRIGGER_ALTAR:
3595 case CONVERTER:
3596 //case TRIGGER_PEDESTAL:
3597 pl->failmsgf (
3598 "You see no obvious mechanism on the %s."
3599 "H<You have to drop one or more specific items here.>",
3600 query_short_name (top)
3601 );
3602 break;
3603
3604 case BUTTON:
3605 case TRIGGER_BUTTON:
3606 pl->failmsgf (
3607 "The %s looks as if you could activate it with somehting heavy. "
3608 "H<You must put enough items here to activate it.>",
3609 query_short_name (top)
3610 );
3611 break;
3612
3613 default:
3614 examine (pl, top);
3615 break;
3616 }
3617 }
3618
3619 // saner interface, returns successful status
3620 bool
3621 object::apply (object *ob, int aflags)
3622 {
3623 if (!ob) // simplifies a lot of callers
3624 return true;
3625
3626 if (contr)
3627 {
3628 if (!ob->env && (move_type & MOVE_FLYING))
3629 {
3630 /* player is flying and applying object not in inventory */
3631 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3632 {
3633 failmsg ("But you are floating high above the ground! "
3634 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3635 "or waiting till the levitation effect wears off.>");
3636 return 0;
3637 }
3638 }
3639
3640 contr->last_used = ob;
3641 }
3642
3643 bool want_apply =
3644 aflags & AP_APPLY ? true
3645 : aflags & AP_UNAPPLY ? false
3646 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3647
3648 object_ptr *slot = 0;
3649
3650 // detect the slot, if this is a player
3651 if (contr && !(aflags & AP_NO_SLOT))
3652 {
3653 object *oslot;
3654
3655 switch (ob->type)
3656 {
3657 case WEAPON:
3658 slot = &contr->combat_ob;
3659 oslot = contr->ranged_ob;
3660 break;
3661
3662 case BOW:
3663 case RANGED:
3664 case SPELL:
3665 case WAND:
3666 case ROD:
3667 case HORN:
3668 case BUILDER:
3669 slot = &contr->ranged_ob;
3670 oslot = contr->combat_ob;
3671 break;
3672
3673 // oh, the humanity
3674 case SKILL:
3675 if (aflags & AP_NO_SLOT)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3679 break;
3680
3681 if (skill_flags [ob->subtype] & SF_COMBAT)
3682 {
3683 slot = &contr->combat_ob;
3684 oslot = contr->ranged_ob;
3685 }
3686 else if (skill_flags [ob->subtype] & SF_RANGED)
3687 {
3688 slot = &contr->ranged_ob;
3689 oslot = contr->combat_ob;
3690 }
3691
3692 break;
3693 }
3694
3695 // now handle slot exclusions
3696 if (slot)
3697 {
3698 // only one slot can be active
3699 if (want_apply)
3700 {
3701 // clear slot unless we are in it already
3702 if (*slot != ob)
3703 apply (*slot, AP_UNAPPLY);
3704
3705 // unapply other slot, because we want to become active
3706 apply (oslot, AP_UNAPPLY);
3707 }
3708
3709 // clear item from slot if applied
3710 if (!want_apply && current_weapon == ob)
3711 current_weapon = 0;
3712 }
3713 }
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 manual_apply (this, ob, aflags);
3717
3718 if (ob->flag [FLAG_APPLIED] != want_apply)
3719 return false;
3720
3721 if (slot && want_apply)
3722 current_weapon = *slot = ob;
3723
3724 return true;
3725 }
3726
3727 /**
3728 * Map was just loaded, handle op's initialisation.
3729 *
3730 * Generates shop floor's item, and treasures.
3731 */
3732 int
3733 auto_apply (object *op)
3734 {
3735 object *tmp = NULL, *tmp2;
3736 int i;
3737
3738 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3739
3740 switch (op->type)
3741 {
3742 case SHOP_FLOOR:
3743 if (!op->has_random_items ())
3744 return 0;
3745
3746 do
3747 {
3748 i = 10; /* let's give it 10 tries */
3749 while ((tmp = generate_treasure (op->randomitems,
3750 op->stats.exp
3751 ? (int) op->stats.exp
3752 : max (op->map->difficulty, 5)))
3753 == NULL && --i);
3754
3755 if (tmp == NULL)
3756 return 0;
3757
3758 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3759 {
3760 tmp->destroy ();
3761 tmp = NULL;
3762 }
3763 }
3764 while (!tmp);
3765
3766 tmp->x = op->x;
3767 tmp->y = op->y;
3768 SET_FLAG (tmp, FLAG_UNPAID);
3769 insert_ob_in_map (tmp, op->map, NULL, 0);
3770 identify (tmp);
3771 break;
3772
3773 case TREASURE:
3774 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3775 return 0;
3776
3777 while (op->stats.hp-- > 0)
3778 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3779 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3780
3781 /* If we generated an object and put it in this object inventory,
3782 * move it to the parent object as the current object is about
3783 * to disappear. An example of this item is the random_* stuff
3784 * that is put inside other objects.
3785 */
3786 if (op->env)
3787 while (op->inv)
3788 op->env->insert (op->inv);
3789
3790 op->destroy ();
3791 break;
3792 }
3793
3794 return !!tmp;
3795 }
3796
3797 /**
3798 * fix_auto_apply goes through the entire map every time a map
3799 * is loaded or swapped in and performs special actions for
3800 * certain objects (most initialization of chests and creation of
3801 * treasures and stuff). Calls auto_apply if appropriate.
3802 */
3803 void
3804 maptile::fix_auto_apply ()
3805 {
3806 if (!spaces)
3807 return;
3808
3809 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3810 for (object *tmp = ms->bot; tmp; )
3811 {
3812 object *above = tmp->above;
3813
3814 if (tmp->inv)
3815 {
3816 object *invtmp, *invnext;
3817
3818 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3819 {
3820 invnext = invtmp->below;
3821
3822 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3823 auto_apply (invtmp);
3824 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3825 {
3826 while (invtmp->stats.hp-- > 0)
3827 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3828
3829 invtmp->randomitems = NULL;
3830 }
3831 else if (invtmp && invtmp->arch
3832 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3833 {
3834 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3835 /* Need to clear this so that we never try to create
3836 * treasure again for this object
3837 */
3838 invtmp->randomitems = NULL;
3839 }
3840 }
3841
3842 /* This is really temporary - the code at the bottom will
3843 * also set randomitems to null. The problem is there are bunches
3844 * of maps/players already out there with items that have spells
3845 * which haven't had the randomitems set to null yet.
3846 * MSW 2004-05-13
3847 *
3848 * And if it's a spellbook, it's better to set randomitems to NULL too,
3849 * else you get two spells in the book ^_-
3850 * Ryo 2004-08-16
3851 */
3852 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3853 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3854 tmp->randomitems = NULL;
3855 }
3856
3857 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3858 auto_apply (tmp);
3859 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3860 {
3861 while ((tmp->stats.hp--) > 0)
3862 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3863 tmp->randomitems = NULL;
3864 }
3865 else if (tmp->type == TIMED_GATE)
3866 {
3867 object *head = tmp->head != NULL ? tmp->head : tmp;
3868
3869 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3870 tmp->set_speed (0);
3871 }
3872 /* This function can be called everytime a map is loaded, even when
3873 * swapping back in. As such, we don't want to create the treasure
3874 * over and ove again, so after we generate the treasure, blank out
3875 * randomitems so if it is swapped in again, it won't make anything.
3876 * This is a problem for the above objects, because they have counters
3877 * which say how many times to make the treasure.
3878 */
3879 else if (tmp && tmp->arch && tmp->type != PLAYER
3880 && tmp->type != TREASURE && tmp->type != SPELL
3881 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3882 {
3883 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3884 tmp->randomitems = NULL;
3885 }
3886
3887 // close all containers
3888 else if (tmp->type == CONTAINER)
3889 tmp->flag [FLAG_APPLIED] = 0;
3890
3891 tmp = above;
3892 }
3893
3894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3895 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3896 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3897 check_trigger (tmp, tmp->above, tmp->above);
3898 }
3899
3900 /**
3901 * Handles player eating food that temporarily changes status (resistances, stats).
3902 * This used to call cast_change_attr(), but
3903 * that doesn't work with the new spell code. Since we know what
3904 * the food changes, just grab a force and use that instead.
3905 */
3906 void
3907 eat_special_food (object *who, object *food)
3908 {
3909 object *force;
3910 int i, did_one = 0;
3911
3912 char buf[64];
3913 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3914 shstr key (buf);
3915
3916 /* bigger morsel of food = longer effect time */
3917 int duration = TIME2TICK (food->stats.food);
3918
3919 if (force = who->force_find (key))
3920 {
3921 if (duration > fabs (force->speed_left / force->speed))
3922 {
3923 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));
3924 force->force_set_timer (duration);
3925 }
3926 else
3927 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3928
3929 return;
3930 }
3931 else
3932 {
3933 force = who->force_add (key, duration);
3934 force->name = key;
3935
3936 /* check if the food affects a stat */
3937 for (i = 0; i < NUM_STATS; i++)
3938 if (sint8 k = food->stats.stat (i))
3939 {
3940 force->stats.stat (i) = k;
3941 did_one = 1;
3942 }
3943
3944 /* check if we can protect the eater */
3945 for (i = 0; i < NROFATTACKS; i++)
3946 {
3947 if (food->resist[i] > 0)
3948 {
3949 force->resist[i] = food->resist[i];
3950 did_one = 1;
3951 }
3952 }
3953
3954 if (did_one)
3955 {
3956 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));
3957
3958 /* make the force take effect and report effects to user */
3959 change_abil (who, force);
3960 }
3961 else
3962 force->destroy ();
3963 }
3964
3965 /* check for hp, sp change */
3966 if (food->stats.hp != 0)
3967 {
3968 if (QUERY_FLAG (food, FLAG_CURSED))
3969 {
3970 who->contr->killer = food;
3971 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3972 who->failmsg ("Eck!...that was poisonous!");
3973 }
3974 else
3975 {
3976 if (food->stats.hp > 0)
3977 who->statusmsg ("You begin to feel better.");
3978 else
3979 who->failmsg ("Eck!...that was poisonous!");
3980
3981 who->stats.hp += food->stats.hp;
3982 }
3983 }
3984
3985 if (food->stats.sp != 0)
3986 {
3987 if (QUERY_FLAG (food, FLAG_CURSED))
3988 {
3989 who->failmsg ("You are drained of mana!");
3990 who->stats.sp -= food->stats.sp;
3991 if (who->stats.sp < 0)
3992 who->stats.sp = 0;
3993 }
3994 else
3995 {
3996 who->statusmsg ("You feel a rush of magical energy!");
3997 who->stats.sp += food->stats.sp;
3998 /* place limit on max sp from food? */
3999 }
4000 }
4001
4002 who->update_stats ();
4003 }
4004
4005 void
4006 apply_changes_to_player (object *pl, object *change)
4007 {
4008 int excess_stat = 0; /* if the stat goes over the maximum
4009 for the race, put the excess stat some
4010 where else. */
4011
4012 switch (change->type)
4013 {
4014 case CLASS:
4015 {
4016 living *stats = &(pl->contr->orig_stats);
4017 living *ns = &(change->stats);
4018 object *walk;
4019 int flag_change_face = 1;
4020
4021 /* the following code assigns stats up to the stat max
4022 * for the race, and if the stat max is exceeded,
4023 * tries to randomly reassign the excess stat
4024 */
4025 int i, j;
4026
4027 for (i = 0; i < NUM_STATS; i++)
4028 {
4029 int race_bonus = pl->arch->stats.stat (i);
4030 sint8 stat = stats->stat (i) + ns->stat (i);
4031
4032 if (stat > 20 + race_bonus)
4033 {
4034 excess_stat++;
4035 stat = 20 + race_bonus;
4036 }
4037
4038 stats->stat (i) = stat;
4039 }
4040
4041 for (j = 0; excess_stat > 0 && j < 100; j++)
4042 { /* try 100 times to assign excess stats */
4043 int i = rndm (0, 6);
4044
4045 if (i == CHA)
4046 continue; /* exclude cha from this */
4047
4048 int stat = stats->stat (i);
4049 int race_bonus = pl->arch->stats.stat (i);
4050 if (stat < 20 + race_bonus)
4051 {
4052 change_attr_value (stats, i, 1);
4053 excess_stat--;
4054 }
4055 }
4056
4057 /* insert the randomitems from the change's treasurelist into
4058 * the player ref: player.c
4059 */
4060 if (change->randomitems)
4061 give_initial_items (pl, change->randomitems);
4062
4063 /* set up the face, for some races. */
4064
4065 /* first, look for the force object banning
4066 * changing the face. Certain races never change face with class.
4067 */
4068 for (walk = pl->inv; walk; walk = walk->below)
4069 if (walk->name == shstr_NOCLASSFACECHANGE)
4070 flag_change_face = 0;
4071
4072 if (flag_change_face)
4073 {
4074 pl->face = change->face;
4075 pl->animation_id = change->animation_id;
4076 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4077 }
4078
4079 /* check the special case of can't use weapons */
4080 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4081 if (change->name == shstr_monk)
4082 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4083
4084 break;
4085 }
4086 }
4087 }
4088