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Revision: 1.262
Committed: Sun May 2 11:23:52 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.261: +18 -14 lines
Log Message:
unapply keyless containers

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