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Revision: 1.263
Committed: Thu May 13 12:13:22 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.262: +2 -1 lines
Log Message:
fix obvious crash bug

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 //TODO: really?
1068 if (who->chosen_skill)
1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1070 unapply_special (who, who->chosen_skill, 0);
1071
1072 break;
1073
1074 case BOW:
1075 case WAND:
1076 case ROD:
1077 case HORN:
1078 case RANGED:
1079 if (player *pl = who->contr)
1080 {
1081 who->statusmsg (format ("You unready %s.", query_name (op)));
1082 change_abil (who, op);
1083 }
1084 else
1085 {
1086 if (op->type == BOW)
1087 op->flag [FLAG_READY_BOW ] = false;
1088 else
1089 op->flag [FLAG_READY_RANGE] = false;
1090 }
1091
1092 break;
1093
1094 case ARMOUR:
1095 case HELMET:
1096 case SHIELD:
1097 case RING:
1098 case BOOTS:
1099 case GLOVES:
1100 case AMULET:
1101 case GIRDLE:
1102 case BRACERS:
1103 case CLOAK:
1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
1105 change_abil (who, op);
1106 break;
1107
1108 case SPELL:
1109 case BUILDER:
1110 who->statusmsg (format ("You unready %s.", query_name (op)));
1111 break;
1112
1113 //case SKILL_TOOL://TODO
1114 default:
1115 who->statusmsg (format ("You unapply %s.", query_name (op)));
1116 break;
1117 }
1118
1119 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1120 if (object *pl = op->visible_to ())
1121 esrv_send_item (pl, op);
1122
1123 who->update_stats ();
1124
1125 return 1;
1126 }
1127
1128 /**
1129 * Returns the object that is using location 'loc'.
1130 * Note that 'start' is the first object to start examing - we
1131 * then go through the below of this. In this way, you can do
1132 * something like:
1133 * tmp = get_next_item_from_body_location(who->inv, 1);
1134 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1135 * to find the second object that may use this location, etc.
1136 * Returns NULL if no match is found.
1137 * loc is the index into the array we are looking for a match.
1138 * don't return invisible objects unless they are skill objects
1139 * invisible other objects that use
1140 * up body locations can be used as restrictions.
1141 */
1142 static object *
1143 get_next_item_from_body_location (int loc, object *start)
1144 {
1145 for (object *tmp = start; tmp; tmp = tmp->below)
1146 if (tmp->flag [FLAG_APPLIED]
1147 && tmp->slot [loc].info
1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1149 return tmp;
1150
1151 return 0;
1152 }
1153
1154 /**
1155 * 'op' wants to apply an object, but can't because of other equipment.
1156 * This should only be called when it is known
1157 * that there are objects to unapply. This makes pretty heavy
1158 * use of get_item_from_body_location. It makes no intelligent choice
1159 * on objects - rather, the first that is matched is used.
1160 * Returns 0 on success, returns 1 if there is some problem.
1161 * if aflags is AP_PRINT, we instead print out waht to unapply
1162 * instead of doing it. This is a lot less code than having
1163 * another function that does just that.
1164 */
1165
1166 #define CANNOT_REMOVE_CURSED \
1167 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1168 "Praying over an altar, scrolls of remove curse/damnation, " \
1169 "priests or even other players might help.>"
1170
1171 static bool
1172 unapply_for_ob (object *who, object *op, int aflags)
1173 {
1174 if (op->is_range ())
1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1178 {
1179 if (aflags & AP_PRINT)
1180 who->failmsg (query_name (tmp));
1181 else
1182 unapply_special (who, tmp, aflags);
1183 }
1184 else
1185 {
1186 /* In this case, we want to try and remove a cursed item.
1187 * While we know it won't work, we want unapply_special to
1188 * at least generate the message.
1189 */
1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1191 return 1;
1192 }
1193
1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1195 {
1196 /* this used up a slot that we need to free */
1197 if (op->slot[i].info)
1198 {
1199 object *last = who->inv;
1200
1201 /* We do a while loop - may need to remove several items in order
1202 * to free up enough slots.
1203 */
1204 while ((who->slot[i].used + op->slot[i].info) < 0)
1205 {
1206 object *tmp = get_next_item_from_body_location (i, last);
1207
1208 if (!tmp)
1209 {
1210 #if 0
1211 /* Not a bug - we'll get this if the player has cursed items
1212 * equipped.
1213 */
1214 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1215 #endif
1216 return 1;
1217 }
1218
1219 /* If we are just printing, we don't care about cursed status */
1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1221 {
1222 if (aflags & AP_PRINT)
1223 who->failmsg (query_name (tmp));
1224 else
1225 unapply_special (who, tmp, aflags);
1226 }
1227 else
1228 {
1229 /* Cursed item that we can't unequip - tell the player.
1230 * Note this could be annoying if this is just one of a few,
1231 * so it may not be critical (eg, putting on a ring and you have
1232 * one cursed ring.)
1233 */
1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1235 }
1236
1237 last = tmp->below;
1238 }
1239 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1240 * return in the !tmp would have kicked in.
1241 */
1242 } /* if op is using this body location */
1243 } /* for body lcoations */
1244
1245 return 0;
1246 }
1247
1248 /**
1249 * Checks to see if 'who' can apply object 'op'.
1250 * Returns 0 if apply can be done without anything special.
1251 * Otherwise returns a bitmask - potentially several of these may be
1252 * set, but largely depends on circumstance - in the future, processing
1253 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1254 * is set, do we really care what the other flags may be?)
1255 *
1256 * See include/define.h for detailed description of the meaning of
1257 * these return values.
1258 */
1259 int
1260 can_apply_object (object *who, object *op)
1261 {
1262 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1263 return RESULT_INT (0);
1264
1265 int retval = 0;
1266 object *tmp = 0, *ws = 0;
1267
1268 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1269 {
1270 if (op->slot[i].info)
1271 {
1272 /* Item uses more slots than we have */
1273 if (who->slot[i].info + op->slot [i].info < 0)
1274 {
1275 /* Could return now for efficiency - rest of info below isn't
1276 * really needed.
1277 */
1278 retval |= CAN_APPLY_NEVER;
1279 }
1280 else if (who->slot[i].used + op->slot[i].info < 0)
1281 {
1282 /* in this case, equipping this would use more free spots than
1283 * we have.
1284 */
1285
1286 /* if we have an applied weapon/shield, and unapply it would free
1287 * enough slots to equip the new item, then just set "can
1288 * apply unapply". We don't care about the logic below - if you have a
1289 * shield equipped and try to equip another shield, there is only
1290 * one choice. However, the check for the number of body locations
1291 * does take into the account cases where what is being applied
1292 * may be two handed for example.
1293 */
1294 if (ws)
1295 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1296 {
1297 retval |= CAN_APPLY_UNAPPLY;
1298 continue;
1299 }
1300
1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1302 if (!tmp1)
1303 retval |= CAN_APPLY_NEVER;
1304 else
1305 {
1306 /* need to unapply something. However, if this something
1307 * is different than we had found before, it means they need
1308 * to apply multiple objects
1309 */
1310 retval |= CAN_APPLY_UNAPPLY;
1311
1312 if (!tmp)
1313 tmp = tmp1;
1314 else if (tmp != tmp1)
1315 retval |= CAN_APPLY_UNAPPLY_MULT;
1316
1317 /* This object isn't using up all the slots, so there must
1318 * be another. If so, and it the new item doesn't need all
1319 * the slots, the player then has a choice.
1320 */
1321 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1322 && abs (op->slot[i].info) < who->slot[i].info)
1323 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1324
1325 /* Does unequippint 'tmp1' free up enough slots for this to be
1326 * equipped? If not, there must be something else to unapply.
1327 */
1328 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1329 retval |= CAN_APPLY_UNAPPLY_MULT;
1330 }
1331 } /* if not enough free slots */
1332 } /* if this object uses location i */
1333 } /* for i -> num_body_locations loop */
1334
1335 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1336 * really be controlled by use of body locations. We do have
1337 * the weapon/shield checks, and the range checks for monsters,
1338 * because you can't control those just by body location - bows, shields,
1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
1340 * all use the same location.
1341 */
1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1343 retval |= CAN_APPLY_RESTRICTION;
1344
1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1346 retval |= CAN_APPLY_RESTRICTION;
1347
1348 if (who->type != PLAYER)
1349 {
1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1351 retval |= CAN_APPLY_RESTRICTION;
1352
1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1354 retval |= CAN_APPLY_RESTRICTION;
1355
1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
1357 retval |= CAN_APPLY_RESTRICTION;
1358
1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1360 retval |= CAN_APPLY_RESTRICTION;
1361 }
1362
1363 return retval;
1364 }
1365
1366 /**
1367 * who is the object using the object. It can be a monster.
1368 * op is the object they are using. op is an equipment type item,
1369 * eg, one which you put on and keep on for a while, and not something
1370 * like a potion or scroll.
1371 *
1372 * function returns 1 if the action could not be completed, 0 on
1373 * success. However, success is a matter of meaning - if the
1374 * user passes the 'apply' flag to an object already applied,
1375 * nothing is done, and 0 is returned.
1376 *
1377 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1378 * AP_UNAPPLY=always unapply).
1379 *
1380 * Optional flags:
1381 * AP_NO_MERGE: don't merge an unapplied object with other objects
1382 * AP_IGNORE_CURSE: unapply cursed items
1383 * AP_NO_READY: do not ready skills when applying skill tools
1384 *
1385 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1386 *
1387 * apply_special() doesn't check for unpaid items.
1388 */
1389
1390 #define LACK_ITEM_POWER \
1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1392
1393 static bool
1394 apply_special (object *who, object *op, int aflags)
1395 {
1396 int basic_flag = aflags & AP_MODE;
1397 object *tmp, *tmp2, *skop = NULL;
1398
1399 if (who == NULL)
1400 {
1401 LOG (llevError, "apply_special() from object without environment.\n");
1402 return 1;
1403 }
1404
1405 //TODO: remove these when apply_special is no longer exposed
1406 if (op->env != who)
1407 return 1; /* op is not in inventory */
1408
1409 /* trying to unequip op */
1410 if (op->flag [FLAG_APPLIED])
1411 {
1412 /* always apply, so no reason to unapply */
1413 if (basic_flag == AP_APPLY)
1414 return 0;
1415
1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1417 {
1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1419 return 1;
1420 }
1421
1422 return unapply_special (who, op, aflags);
1423 }
1424 else if (basic_flag == AP_UNAPPLY)
1425 return 0;
1426
1427 splay (op);
1428
1429 /* Can't just apply this object. Lets see what not and what to do */
1430 if (int i = can_apply_object (who, op))
1431 {
1432 if (i & CAN_APPLY_NEVER)
1433 {
1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1435 return 1;
1436 }
1437 else if (i & CAN_APPLY_RESTRICTION)
1438 {
1439 who->failmsgf (
1440 "You have a prohibition against using a %s. "
1441 "H<Your belief, profession or class prevents you from applying this item.>",
1442 query_name (op)
1443 );
1444 return 1;
1445 }
1446
1447 if (who->type != PLAYER)
1448 {
1449 /* Some error, so don't try to equip something more */
1450 if (unapply_for_ob (who, op, aflags))
1451 return 1;
1452 }
1453 else
1454 {
1455 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1456 {
1457 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1458 unapply_for_ob (who, op, AP_PRINT);
1459 return 1;
1460 }
1461 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1462 if (unapply_for_ob (who, op, aflags))
1463 return 1;
1464 }
1465 }
1466
1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1468 {
1469 // try to ready attached skill first
1470 skop = find_skill_by_name (who, op->skill);
1471
1472 if (!skop)
1473 {
1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1475 return 1;
1476 }
1477 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1478 {
1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1480 return 1;
1481 }
1482 }
1483
1484 if (!check_item_power (who, op->item_power))
1485 {
1486 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1487 return 1;
1488 }
1489
1490 /* Ok. We are now at the state where we can apply the new object.
1491 * Note that we don't have the checks for can_use_...
1492 * below - that is already taken care of by can_apply_object.
1493 */
1494
1495 // split away all the other items from the stack, so only one item is left
1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1497
1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1499 return RESULT_INT (0);
1500
1501 switch (op->type)
1502 {
1503 case WEAPON:
1504 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1505 {
1506 /* if the weapon does not have the name as the character, can't use it. */
1507 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1508 who->failmsg ("The weapon does not recognize you as its owner. "
1509 "H<Its name indicates that it belongs to somebody else.>");
1510 if (tmp) who->insert (tmp);
1511 return 1;
1512 }
1513
1514 op->flag [FLAG_APPLIED] = true;
1515
1516 if (player *pl = who->contr)
1517 {
1518 who->statusmsg (format ("You wield %s.", query_name (op)));
1519 change_abil (who, op);
1520 }
1521
1522 op->flag [FLAG_READY_WEAPON] = true;
1523 break;
1524
1525 case ARMOUR:
1526 case HELMET:
1527 case SHIELD:
1528 case BOOTS:
1529 case GLOVES:
1530 case GIRDLE:
1531 case BRACERS:
1532 case CLOAK:
1533 case RING:
1534 case AMULET:
1535 op->set_flag (FLAG_APPLIED);
1536 who->statusmsg (format ("You wear %s.", query_name (op)));
1537 change_abil (who, op);
1538 break;
1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 op->set_flag (FLAG_APPLIED);
1545 break;
1546
1547 case SKILL:
1548 if (!(aflags & AP_NO_SLOT))
1549 {
1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsgf (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 );
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsgf (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 );
1573 else
1574 who->failmsgf (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 );
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else
1589 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591
1592 who->set_flag (FLAG_READY_SKILL);
1593 op->set_flag (FLAG_APPLIED);
1594 change_abil (who, op);
1595 break;
1596
1597 case BOW:
1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599 {
1600 who->failmsg ("The weapon does not recognize you as its owner. "
1601 "H<Its name indicates that it belongs to somebody else.>");
1602 if (tmp) who->insert (tmp);
1603 return 1;
1604 }
1605
1606 if (player *pl = who->contr)
1607 {
1608 op->flag [FLAG_APPLIED] = true;
1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
1610 change_abil (who, op);
1611 }
1612 break;
1613
1614 case RANGED:
1615 if (player *pl = who->contr)
1616 {
1617 op->flag [FLAG_APPLIED] = true;
1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
1619 }
1620 break;
1621
1622 case SPELL:
1623 if (player *pl = who->contr)
1624 {
1625 op->flag [FLAG_APPLIED] = true;
1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1627 }
1628 break;
1629
1630 /*FALLTHROUGH*/
1631 case WAND:
1632 case ROD:
1633 case HORN:
1634 op->flag [FLAG_APPLIED] = true;
1635
1636 if (player *pl = who->contr)
1637 {
1638 who->statusmsg (format ("You ready %s.", query_name (op)));
1639
1640 if (op->type == BOW)
1641 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1642
1643 change_abil (who, op);
1644 }
1645 else
1646 {
1647 if (op->type == BOW)
1648 op->flag [FLAG_READY_BOW ] = true;
1649 else
1650 op->flag [FLAG_READY_RANGE] = true;
1651 }
1652
1653 break;
1654
1655 case BUILDER:
1656 if (player *pl = who->contr)
1657 {
1658 who->statusmsg (format ("You ready your %s.", query_name (op)));
1659 //TODO: change_abil?
1660 }
1661 break;
1662
1663 default:
1664 who->statusmsg (format ("You apply %s.", query_name (op)));
1665 }
1666
1667 op->set_flag (FLAG_APPLIED);
1668
1669 if (tmp) who->insert (tmp);
1670
1671 who->update_stats ();
1672
1673 /* We exclude spell casting objects. The fire code will set the
1674 * been applied flag when they are used - until that point,
1675 * you don't know anything about them.
1676 */
1677 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1678 op->set_flag (FLAG_BEEN_APPLIED);
1679
1680 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1681 if (who->type == PLAYER)
1682 {
1683 who->failmsg (
1684 "Oops, it feels deadly cold! "
1685 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1686 );
1687 op->set_flag (FLAG_KNOWN_CURSED);
1688 }
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 return 0;
1694 }
1695
1696 /**
1697 * Check if op should abort moving victim because of it's race or slaying.
1698 * Returns 1 if it should abort, returns 0 if it should continue.
1699 */
1700 int
1701 should_director_abort (object *op, object *victim)
1702 {
1703 int arch_flag, name_flag, race_flag;
1704
1705 /* Get flags to determine what of arch, name, and race should be checked.
1706 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707 * the next is the name flag, and the last is the race flag. Also note,
1708 * if subtype is set to zero, that also goes to defaults of all affecting
1709 * it. Examples:
1710 * subtype 1: only arch
1711 * subtype 3: arch or name
1712 * subtype 5: arch or race
1713 * subtype 7: all three
1714 */
1715 if (op->subtype)
1716 {
1717 arch_flag = op->subtype & 1;
1718 name_flag = op->subtype & 2;
1719 race_flag = op->subtype & 4;
1720 }
1721 else
1722 {
1723 arch_flag = 1;
1724 name_flag = 1;
1725 race_flag = 1;
1726 }
1727
1728 /* If the director has race set, only affect objects with a arch,
1729 * name or race that matches.
1730 */
1731 if ((op->race) &&
1732 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734 ((!(victim->race && race_flag) || op->race != victim->race)))
1735 return 1;
1736
1737 /* If the director has slaying set, only affect objects where none
1738 * of arch, name, or race match.
1739 */
1740 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741 ((victim->name && name_flag && op->slaying == victim->name)) ||
1742 ((victim->race && race_flag && op->slaying == victim->race)))
1743 return 1;
1744
1745 return 0;
1746 }
1747
1748 /**
1749 * This handles a player dropping money on an altar to identify stuff.
1750 * It'll identify marked item, if none all items up to dropped money.
1751 * Return value: 1 if money was destroyed, 0 if not.
1752 */
1753 static int
1754 apply_id_altar (object *money, object *altar, object *pl)
1755 {
1756 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757
1758 if (!pl || pl->type != PLAYER)
1759 return 0;
1760
1761 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762 * identifying' from being printed out more than it needs to be.
1763 */
1764 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765 return 0;
1766
1767 /* if the player has a marked item, identify that if it needs to be
1768 * identified. If it doesn't, then go through the player inventory.
1769 */
1770 if (object *marked = pl->mark ())
1771 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1772 {
1773 if (operate_altar (altar, &money, pl))
1774 {
1775 identify (marked);
1776
1777 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778 if (marked->msg)
1779 buf << "The item has a story:\r" << marked->msg << "\n\n";
1780
1781 return !money;
1782 }
1783 }
1784
1785 for (object *id = pl->inv; id; id = id->below)
1786 {
1787 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1788 {
1789 if (operate_altar (altar, &money, pl))
1790 {
1791 identify (id);
1792
1793 buf.printf ("You have %s.\r", long_desc (id, pl));
1794 if (id->msg)
1795 buf << "The item has a story:\r" << id->msg << "\n\n";
1796
1797 /* If no more money, might as well quit now */
1798 if (!money || !check_altar_sacrifice (altar, money))
1799 break;
1800 }
1801 else
1802 {
1803 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804 break;
1805 }
1806 }
1807 }
1808
1809 if (buf.empty ())
1810 pl->failmsg ("You have nothing that needs identifying");
1811 else
1812 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813
1814 return !money;
1815 }
1816
1817 /**
1818 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819 * matching item.
1820 **/
1821 void
1822 handle_apply_yield (object *tmp)
1823 {
1824 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826 }
1827
1828 /**
1829 * Handles applying a potion.
1830 */
1831 int
1832 apply_potion (object *op, object *tmp)
1833 {
1834 int got_one = 0, i;
1835 object *force = 0;
1836
1837 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838
1839 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 {
1841 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842
1843 tmp->clr_flag (FLAG_APPLIED);
1844 return 0;
1845 }
1846
1847 if (op->type == PLAYER)
1848 if (!tmp->flag [FLAG_IDENTIFIED])
1849 identify (tmp);
1850
1851 handle_apply_yield (tmp);
1852
1853 /* Potion of restoration - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855 {
1856 object *depl;
1857 archetype *at;
1858
1859 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 {
1861 op->drain_stat ();
1862 op->update_stats ();
1863 tmp->decrease ();
1864 return 1;
1865 }
1866
1867 if (!(at = archetype::find (shstr_depletion)))
1868 {
1869 LOG (llevError, "Could not find archetype depletion\n");
1870 return 0;
1871 }
1872
1873 depl = present_arch_in_ob (at, op);
1874
1875 if (depl)
1876 {
1877 for (i = 0; i < NUM_STATS; i++)
1878 if (depl->stats.stat (i))
1879 op->statusmsg (restore_msg[i]);
1880
1881 depl->destroy ();
1882 op->update_stats ();
1883 }
1884 else
1885 op->statusmsg ("Your potion had no effect.");
1886
1887 tmp->decrease ();
1888 return 1;
1889 }
1890
1891 /* improvement potion - only for players */
1892 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1893 {
1894 for (i = 1; i < min (11, op->level); i++)
1895 {
1896 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1897 {
1898 if (op->contr->levhp[i] != 1)
1899 {
1900 op->contr->levhp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levsp[i] != 1)
1905 {
1906 op->contr->levsp[i] = 1;
1907 break;
1908 }
1909
1910 if (op->contr->levgrace[i] != 1)
1911 {
1912 op->contr->levgrace[i] = 1;
1913 break;
1914 }
1915 }
1916 else
1917 {
1918 if (op->contr->levhp[i] < 9)
1919 {
1920 op->contr->levhp[i] = 9;
1921 break;
1922 }
1923
1924 if (op->contr->levsp[i] < 6)
1925 {
1926 op->contr->levsp[i] = 6;
1927 break;
1928 }
1929
1930 if (op->contr->levgrace[i] < 3)
1931 {
1932 op->contr->levgrace[i] = 3;
1933 break;
1934 }
1935 }
1936 }
1937
1938 /* Just makes checking easier */
1939 if (i < min (11, op->level))
1940 got_one = 1;
1941
1942 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1943 {
1944 if (got_one)
1945 {
1946 op->update_stats ();
1947 op->statusmsg ("The Gods smile upon you and remake you "
1948 "a little more in their image. "
1949 "You feel a little more perfect.", NDI_GREEN);
1950 }
1951 else
1952 op->statusmsg ("The potion had no effect - you are already perfect.");
1953 }
1954 else
1955 { /* cursed potion */
1956 if (got_one)
1957 {
1958 op->update_stats ();
1959 op->failmsg ("The Gods are angry and punish you.");
1960 }
1961 else
1962 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963 }
1964
1965 tmp->decrease ();
1966 return 1;
1967 }
1968
1969
1970 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971 * and heroism all fit into this category. Given the spell object code,
1972 * there is no limit to the number of spells that potions can be cast,
1973 * but direction is problematic to try and imbue fireball potions for example.
1974 */
1975 if (tmp->inv)
1976 {
1977 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1978 {
1979 op->failmsg ("Yech! Your lungs are on fire!");
1980 create_exploding_ball_at (op, op->level);
1981 }
1982 else
1983 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984
1985 tmp->decrease ();
1986
1987 /* if youre dead, no point in doing this... */
1988 if (!op->flag [FLAG_REMOVED])
1989 op->update_stats ();
1990
1991 return 1;
1992 }
1993
1994 /* Deal with protection potions */
1995 force = NULL;
1996 for (i = 0; i < NROFATTACKS; i++)
1997 {
1998 if (tmp->resist[i])
1999 {
2000 if (!force)
2001 force = get_archetype (FORCE_NAME);
2002
2003 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004 force->type = POTION_EFFECT;
2005 break; /* Only need to find one protection since we copy entire batch */
2006 }
2007 }
2008
2009 /* This is a protection potion */
2010 if (force)
2011 {
2012 /* cursed items last longer */
2013 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2014 {
2015 force->stats.food *= 10;
2016 for (i = 0; i < NROFATTACKS; i++)
2017 if (force->resist[i] > 0)
2018 force->resist[i] = -force->resist[i]; /* prot => vuln */
2019 }
2020
2021 force->speed_left = -1;
2022 force = insert_ob_in_ob (force, op);
2023 tmp->clr_flag (FLAG_APPLIED);
2024 force->set_flag (FLAG_APPLIED);
2025 change_abil (op, force);
2026 tmp->decrease ();
2027 return 1;
2028 }
2029
2030 /* Only thing left are the stat potions */
2031 if (op->type == PLAYER)
2032 { /* only for players */
2033 if ((tmp->flag [FLAG_CURSED]
2034 || tmp->flag [FLAG_DAMNED])
2035 && tmp->value != 0)
2036 tmp->clr_flag (FLAG_APPLIED);
2037 else
2038 tmp->set_flag (FLAG_APPLIED);
2039
2040 if (!change_abil (op, tmp))
2041 op->statusmsg ("Nothing happened.");
2042 }
2043
2044 /* CLEAR_FLAG is so that if the character has other potions
2045 * that were grouped with the one consumed, his
2046 * stat will not be raised by them. fix_player just clears
2047 * up all the stats.
2048 */
2049 tmp->clr_flag (FLAG_APPLIED);
2050 op->update_stats ();
2051 tmp->decrease ();
2052 return 1;
2053 }
2054
2055 /**
2056 * 'victim' moves onto 'trap'
2057 * 'victim' leaves 'trap'
2058 * effect is determined by move_on/move_off of trap and move_type of victime.
2059 *
2060 * originator: Player, monster or other object that caused 'victim' to move
2061 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062 * However, some types of traps require an originator to function.
2063 */
2064 void
2065 move_apply (object *trap, object *victim, object *originator)
2066 {
2067 static int recursion_depth = 0;
2068
2069 trap = trap->head_ ();
2070
2071 /* Only exits affect DMs. */
2072 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2073 return;
2074
2075 /* move_apply() is the most likely candidate for causing unwanted and
2076 * possibly unlimited recursion.
2077 */
2078
2079 /* The following was changed because it was causing perfectly correct
2080 * maps to fail. 1) it's not an error to recurse:
2081 * rune detonates, summoning monster. monster lands on nearby rune.
2082 * nearby rune detonates. This sort of recursion is expected and
2083 * proper. This code was causing needless crashes.
2084 */
2085 if (recursion_depth >= 500)
2086 {
2087 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2088 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2089 return;
2090 }
2091
2092 recursion_depth++;
2093
2094 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2095 switch (trap->type)
2096 {
2097 case PLAYERMOVER:
2098 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2099 {
2100 if (!trap->stats.maxsp)
2101 trap->stats.maxsp = 2;
2102
2103 /* Is this correct? From the docs, it doesn't look like it
2104 * should be divided by trap->speed
2105 */
2106 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2107
2108 /* Just put in some sanity check. I think there is a bug in the
2109 * above with some objects have zero speed, and thus the player
2110 * getting permanently paralyzed.
2111 */
2112 victim->speed_left = max (-50.f, victim->speed_left);
2113 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114 }
2115 break;
2116
2117 case SPINNER:
2118 if (victim->direction)
2119 {
2120 victim->direction = absdir (victim->direction - trap->stats.sp);
2121 update_turn_face (victim);
2122 }
2123 break;
2124
2125 case DIRECTOR:
2126 if (victim->direction && !should_director_abort (trap, victim))
2127 {
2128 victim->direction = trap->stats.sp;
2129 update_turn_face (victim);
2130 }
2131 break;
2132
2133 case BUTTON:
2134 case PEDESTAL:
2135 case T_MATCH:
2136 update_button (trap, originator);
2137 break;
2138
2139 case ALTAR:
2140 /* sacrifice victim on trap */
2141 apply_altar (trap, victim, originator);
2142 break;
2143
2144 case THROWN_OBJ:
2145 if (trap->inv == NULL)
2146 break;
2147 /* fallthrough */
2148
2149 case ARROW:
2150 /* bad bug: monster throw a object, make a step forwards, step on object ,
2151 * trigger this here and get hit by own missile - and will be own enemy.
2152 * Victim then is his own enemy and will start to kill herself (this is
2153 * removed) but we have not synced victim and his missile. To avoid senseless
2154 * action, we avoid hits here
2155 */
2156 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2157 && trap->owner != victim)
2158 hit_with_arrow (trap, victim);
2159 break;
2160
2161 case SPELL_EFFECT:
2162 apply_spell_effect (trap, victim);
2163 break;
2164
2165 case TRAPDOOR:
2166 {
2167 int max, sound_was_played;
2168 object *ab, *ab_next;
2169
2170 if (!trap->value)
2171 {
2172 int tot;
2173
2174 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176 tot += ab->head_ ()->total_weight ();
2177
2178 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179 break;
2180
2181 SET_ANIMATION (trap, trap->value);
2182 update_object (trap, UP_OBJ_FACE);
2183 }
2184
2185 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186 {
2187 /* need to set this up, since if we do transfer the object,
2188 * ab->above would be bogus
2189 */
2190 ab_next = ab->above;
2191
2192 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193 {
2194 if (!sound_was_played)
2195 {
2196 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197 sound_was_played = 1;
2198 }
2199
2200 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202 }
2203 }
2204 break;
2205 }
2206
2207 case CONVERTER:
2208 if (convert_item (victim, trap) < 0)
2209 {
2210 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2211 archetype::get (shstr_burnout)->insert_at (trap, trap);
2212 }
2213
2214 break;
2215
2216 case TRIGGER_BUTTON:
2217 case TRIGGER_PEDESTAL:
2218 case TRIGGER_ALTAR:
2219 check_trigger (trap, victim, originator);
2220 break;
2221
2222 case DEEP_SWAMP:
2223 walk_on_deep_swamp (trap, victim);
2224 break;
2225
2226 case CHECK_INV:
2227 check_inv (victim, trap);
2228 break;
2229
2230 case HOLE:
2231 move_apply_hole (trap, victim);
2232 break;
2233
2234 case EXIT:
2235 if (victim->type == PLAYER && EXIT_PATH (trap))
2236 {
2237 /* Basically, don't show exits leading to random maps the
2238 * players output.
2239 */
2240 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241 victim->statusmsg (trap->msg, NDI_NAVY);
2242
2243 trap->play_sound (trap->sound);
2244 victim->enter_exit (trap);
2245 }
2246 break;
2247
2248 case ENCOUNTER:
2249 /* may be some leftovers on this */
2250 break;
2251
2252 case SHOP_MAT:
2253 apply_shop_mat (trap, victim);
2254 break;
2255
2256 /* Drop a certain amount of gold, and have one item identified */
2257 case IDENTIFY_ALTAR:
2258 apply_id_altar (victim, trap, originator);
2259 break;
2260
2261 case SIGN:
2262 if (victim->type != PLAYER && trap->stats.food > 0)
2263 break; /* monsters musn't apply magic_mouths with counters */
2264
2265 apply_sign (victim, trap, 1);
2266 break;
2267
2268 case CONTAINER:
2269 apply_container (victim, trap);
2270 break;
2271
2272 case RUNE:
2273 case TRAP:
2274 if (trap->level && victim->flag [FLAG_ALIVE])
2275 spring_trap (trap, victim);
2276 break;
2277
2278 default:
2279 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281 break;
2282 }
2283
2284 recursion_depth--;
2285 }
2286
2287 /**
2288 * Handles reading a regular (ie not containing a spell) book.
2289 */
2290 static void
2291 apply_book (object *op, object *tmp)
2292 {
2293 int lev_diff;
2294 object *skill_ob;
2295
2296 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2297 {
2298 op->failmsg ("You are unable to read while blind!");
2299 return;
2300 }
2301
2302 if (!tmp->msg)
2303 {
2304 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 return;
2306 }
2307
2308 /* need a literacy skill to read stuff! */
2309 skill_ob = find_skill_by_name (op, tmp->skill);
2310 if (!skill_ob)
2311 {
2312 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 return;
2314 }
2315
2316 lev_diff = tmp->level - (skill_ob->level + 5);
2317 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2318 {
2319 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321 : lev_diff < 5 ? "This book is beyond your comprehension."
2322 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323 : lev_diff < 15 ? "This book is way beyond your comprehension."
2324 : "This book is totally beyond your comprehension.");
2325 return;
2326 }
2327
2328 // we currently don't use the message types for anything.
2329 // readable_message_type *msgType = get_readable_message_type (tmp);
2330
2331 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332
2333 if (player *pl = op->contr)
2334 if (client *ns = pl->ns)
2335 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336
2337 /* gain xp from reading */
2338 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2339 { /* only if not read before */
2340 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341
2342 if (!tmp->flag [FLAG_IDENTIFIED])
2343 {
2344 /*exp_gain *= 2; because they just identified it too */
2345 tmp->set_flag (FLAG_IDENTIFIED);
2346
2347 if (object *pl = tmp->visible_to ())
2348 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2349 }
2350
2351 change_exp (op, exp_gain, skill_ob->skill, 0);
2352 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2353 }
2354 }
2355
2356 /**
2357 * op made some mistake with a scroll, this takes care of punishment.
2358 * scroll_failure()- hacked directly from spell_failure
2359 */
2360 static void
2361 scroll_failure (object *op, int failure, int power)
2362 {
2363 if (abs (failure / 4) > power)
2364 power = abs (failure / 4); /* set minimum effect */
2365
2366 if (failure <= -1 && failure > -15)
2367 { /* wonder */
2368 object *tmp;
2369
2370 op->failmsg ("Your spell warps!");
2371 tmp = get_archetype (SPELL_WONDER);
2372 cast_wonder (op, op, 0, tmp);
2373 tmp->destroy ();
2374 }
2375 else if (failure <= -15 && failure > -35)
2376 { /* drain mana */
2377 op->failmsg ("Your mana is drained!");
2378 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379 if (op->stats.sp < 0)
2380 op->stats.sp = 0;
2381 }
2382 else if (settings.spell_failure_effects == TRUE)
2383 {
2384 if (failure <= -35 && failure > -60)
2385 { /* confusion */
2386 op->failmsg ("The magic recoils on you!");
2387 confuse_player (op, op, power);
2388 }
2389 else if (failure <= -60 && failure > -70)
2390 { /* paralysis */
2391 op->failmsg ("The magic recoils and paralyzes you!");
2392 paralyze_player (op, op, power);
2393 }
2394 else if (failure <= -70 && failure > -80)
2395 { /* blind */
2396 op->failmsg ("The magic recoils on you!");
2397 blind_player (op, op, power);
2398 }
2399 else if (failure <= -80)
2400 { /* blast the immediate area */
2401 object *tmp = get_archetype (LOOSE_MANA);
2402 cast_magic_storm (op, tmp, power);
2403 op->failmsg ("You unleash uncontrolled mana!");
2404 tmp->destroy ();
2405 }
2406 }
2407 }
2408
2409 /**
2410 * Handles the applying of a skill scroll, calling learn_skill straight.
2411 * op is the person learning the skill, tmp is the skill scroll object
2412 */
2413 static void
2414 apply_skillscroll (object *op, object *tmp)
2415 {
2416 switch (learn_skill (op, tmp))
2417 {
2418 case 0:
2419 op->play_sound (sound_find ("generic_fail"));
2420 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 break;
2422
2423 case 1:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("skill_learn"));
2426 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427 break;
2428
2429 default:
2430 tmp->decrease ();
2431 op->play_sound (sound_find ("generic_fail"));
2432 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 break;
2434 }
2435 }
2436
2437 /**
2438 * Actually makes op learn spell.
2439 * Informs player of what happens.
2440 */
2441 void
2442 do_learn_spell (object *op, object *spell, int special_prayer)
2443 {
2444 object *tmp;
2445
2446 if (op->type != PLAYER)
2447 {
2448 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 return;
2450 }
2451
2452 /* Upgrade special prayers to normal prayers */
2453 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2454 {
2455 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458 return;
2459 }
2460 return;
2461 }
2462
2463 op->contr->play_sound (sound_find ("learn_spell"));
2464
2465 tmp = spell->clone ();
2466 insert_ob_in_ob (tmp, op);
2467
2468 if (special_prayer)
2469 tmp->set_flag (FLAG_STARTEQUIP);
2470
2471 esrv_add_spells (op->contr, tmp);
2472 }
2473
2474 /**
2475 * Erases spell from player's inventory.
2476 */
2477 void
2478 do_forget_spell (object *op, const char *spell)
2479 {
2480 object *spob;
2481
2482 if (op->type != PLAYER)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485 return;
2486 }
2487 if ((spob = check_spell_known (op, spell)) == NULL)
2488 {
2489 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490 return;
2491 }
2492
2493 op->failmsgf ("You lose knowledge of %s.", spell);
2494 esrv_remove_spell (op->contr, spob);
2495 spob->destroy ();
2496 }
2497
2498 /**
2499 * Handles player applying a spellbook.
2500 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501 * stuff like that. Random learning failure too.
2502 */
2503 static void
2504 apply_spellbook (object *op, object *tmp)
2505 {
2506 object *skop, *spell, *spell_skill;
2507
2508 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2509 {
2510 op->failmsg ("You are unable to read while blind.");
2511 return;
2512 }
2513
2514 /* artifact_spellbooks have 'slaying' field point to a spell name,
2515 * instead of having their spell stored in stats.sp. These are
2516 * legacy spellbooks
2517 */
2518 if (tmp->slaying)
2519 {
2520 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521
2522 if (!spell)
2523 {
2524 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 return;
2526 }
2527 else
2528 insert_ob_in_ob (spell, tmp);
2529
2530 tmp->slaying = 0;
2531 }
2532
2533 skop = find_skill_by_name (op, tmp->skill);
2534
2535 /* need a literacy skill to learn spells. Also, having a literacy level
2536 * lower than the spell will make learning the spell more difficult */
2537 if (!skop)
2538 {
2539 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 return;
2541 }
2542
2543 spell = tmp->inv;
2544
2545 if (!spell)
2546 {
2547 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549 return;
2550 }
2551
2552 int learn_level = sqrtf (spell->level) * 1.5f;
2553 if (skop->level < learn_level)
2554 {
2555 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2556 &tmp->skill, learn_level);
2557 return;
2558 }
2559
2560 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561
2562 if (!tmp->flag [FLAG_IDENTIFIED])
2563 identify (tmp);
2564
2565 /* I removed the check for special_prayer_mark here - it didn't make
2566 * a lot of sense - special prayers are not found in spellbooks, and
2567 * if the player doesn't know the spell, doesn't make a lot of sense that
2568 * they would have a special prayer mark.
2569 */
2570 if (check_spell_known (op, spell->name))
2571 {
2572 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2573 return;
2574 }
2575
2576 if (spell->skill)
2577 {
2578 spell_skill = find_skill_by_name (op, spell->skill);
2579
2580 if (!spell_skill)
2581 {
2582 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2583 return;
2584 }
2585
2586 if (spell_skill->level < spell->level)
2587 {
2588 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2589 return;
2590 }
2591 }
2592
2593 /* Logic as follows
2594 *
2595 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2596 *
2597 * 2- The learner's skill level in literacy adjusts the chance to learn
2598 * a spell.
2599 *
2600 * 3 -Automatically fail to learn if you read while confused
2601 *
2602 * Overall, chances are the same but a player will find having a high
2603 * literacy rate very useful! -b.t.
2604 */
2605 if (op->flag [FLAG_CONFUSED])
2606 {
2607 op->failmsg ("In your confused state you flub the wording of the text!");
2608 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2609 }
2610 else if (tmp->flag [FLAG_STARTEQUIP] ||
2611 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2612 {
2613 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2614 do_learn_spell (op, spell, 0);
2615
2616 /* xp gain to literacy for spell learning */
2617 if (!tmp->flag [FLAG_STARTEQUIP])
2618 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 }
2620 else
2621 {
2622 op->contr->play_sound (sound_find ("fumble_spell"));
2623 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 }
2625
2626 tmp->decrease ();
2627 }
2628
2629 /**
2630 * Handles applying a spell scroll.
2631 */
2632 void
2633 apply_scroll (object *op, object *tmp, int dir)
2634 {
2635 object *skop;
2636
2637 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2638 {
2639 op->failmsg ("You are unable to read while blind.");
2640 return;
2641 }
2642
2643 if (!tmp->inv || tmp->inv->type != SPELL)
2644 {
2645 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 return;
2647 }
2648
2649 if (op->type == PLAYER)
2650 {
2651 /* players need a literacy skill to read stuff! */
2652 int exp_gain = 0;
2653
2654 /* hard code literacy - tmp->skill points to where the exp
2655 * should go for anything killed by the spell.
2656 */
2657 skop = find_skill_by_name (op, shstr_literacy);
2658
2659 if (!skop)
2660 {
2661 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2662 return;
2663 }
2664
2665 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666 change_exp (op, exp_gain, skop->skill, 0);
2667 }
2668
2669 if (!tmp->flag [FLAG_IDENTIFIED])
2670 identify (tmp);
2671
2672 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673
2674 cast_spell (op, tmp, dir, tmp->inv, NULL);
2675 tmp->decrease ();
2676 }
2677
2678 /**
2679 * Applies a treasure object - by default, chest. op
2680 * is the person doing the applying, tmp is the treasure
2681 * chest.
2682 */
2683 static void
2684 apply_treasure (object *op, object *tmp)
2685 {
2686 /* Nice side effect of this treasure creation method is that the treasure
2687 * for the chest is done when the chest is created, and put into the chest
2688 * inventory. So that when the chest burns up, the items still exist. Also
2689 * prevents people from moving chests to more difficult maps to get better
2690 * treasure
2691 */
2692 object *treas = tmp->inv;
2693
2694 if (!treas)
2695 {
2696 op->statusmsg ("The chest was empty.");
2697 tmp->decrease ();
2698 return;
2699 }
2700
2701 while (tmp->inv)
2702 {
2703 treas = tmp->inv;
2704 treas->remove ();
2705
2706 treas->x = op->x;
2707 treas->y = op->y;
2708 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709
2710 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2711 spring_trap (treas, op);
2712
2713 /* If either player or container was destroyed, no need to do
2714 * further processing. I think this should be enclused with
2715 * spring trap above, as I don't think there is otherwise
2716 * any way for the treasure chest or player to get killed.
2717 */
2718 if (op->destroyed () || tmp->destroyed ())
2719 break;
2720 }
2721
2722 if (!tmp->destroyed () && !tmp->inv)
2723 tmp->decrease (true);
2724 }
2725
2726 /**
2727 * A dragon is eating some flesh. If the flesh contains resistances,
2728 * there is a chance for the dragon's skin to get improved.
2729 *
2730 * attributes:
2731 * object *op the object (dragon player) eating the flesh
2732 * object *meal the flesh item, getting chewed in dragon's mouth
2733 * return:
2734 * int 1 if eating successful, 0 if it doesn't work
2735 */
2736 static int
2737 dragon_eat_flesh (object *op, object *meal)
2738 {
2739 object *skin = NULL; /* pointer to dragon skin force */
2740 object *abil = NULL; /* pointer to dragon ability force */
2741 object *tmp = NULL; /* tmp. object */
2742
2743 double chance; /* improvement-chance of one resistance type */
2744 double totalchance = 1; /* total chance of gaining one resistance */
2745 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746 double mbonus = 0; /* monster bonus */
2747 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748 int winners = 0; /* number of winners */
2749 int i; /* index */
2750
2751 /* let's make sure and doublecheck the parameters */
2752 if (meal->type != FLESH || !op->is_dragon ())
2753 return 0;
2754
2755 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756 from the player's inventory */
2757 for (tmp = op->inv; tmp; tmp = tmp->below)
2758 if (tmp->type == FORCE)
2759 if (tmp->arch->archname == shstr_dragon_skin_force)
2760 skin = tmp;
2761 else if (tmp->arch->archname == shstr_dragon_ability_force)
2762 abil = tmp;
2763
2764 /* if either skin or ability are missing, this is an old player
2765 which is not to be considered a dragon -> bail out */
2766 if (skin == NULL || abil == NULL)
2767 return 0;
2768
2769 /* now start by filling stomache and health, according to food-value */
2770 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772 else
2773 op->stats.hp += meal->stats.food / 50;
2774
2775 min_it (op->stats.hp, op->stats.maxhp);
2776 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777
2778 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779
2780 /* on to the interesting part: chances for adding resistance */
2781 for (i = 0; i < NROFATTACKS; i++)
2782 {
2783 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2784 {
2785 /* got positive resistance, now calculate improvement chance (0-100) */
2786
2787 /* this bonus makes resistance increase easier at lower levels */
2788 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789 if (i == abil->stats.exp)
2790 bonus += 5; /* additional bonus for resistance of ability-focus */
2791
2792 /* monster bonus increases with level, because high-level
2793 flesh is too rare */
2794 mbonus = op->level * 20. / ((double) settings.max_level);
2795
2796 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797 ((double)settings.max_level)) - skin->resist[i];
2798
2799 if (chance >= 0.)
2800 chance += 1.;
2801 else
2802 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803
2804 /* chance is proportional to amount of resistance (max. 50) */
2805 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806
2807 /* doubled chance for resistance of ability-focus */
2808 if (i == abil->stats.exp)
2809 chance = min (100., chance * 2.);
2810
2811 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812 if (rndm (10000) < (unsigned int)(chance * 100))
2813 {
2814 atnr_winner[winners] = i;
2815 winners++;
2816 }
2817
2818 if (chance >= 0.01)
2819 totalchance *= 1 - chance / 100;
2820
2821 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822 }
2823 }
2824
2825 /* inverse totalchance as until now we have the failure-chance */
2826 totalchance = 100 - totalchance * 100;
2827
2828 /* print message according to totalchance */
2829 const char *buf;
2830 if (totalchance > 50.)
2831 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2832 else if (totalchance > 10.)
2833 buf = format ("The %s tasted very good.", &meal->name);
2834 else if (totalchance > 1.)
2835 buf = format ("The %s tasted good.", &meal->name);
2836 else if (totalchance > 0.1)
2837 buf = format ("The %s tasted bland.", &meal->name);
2838 else if (totalchance >= 0.01)
2839 buf = format ("The %s had a boring taste.", &meal->name);
2840 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841 buf = format ("The %s tasted strange.", &meal->name);
2842 else
2843 buf = format ("The %s had no taste.", &meal->name);
2844
2845 op->statusmsg (buf);
2846
2847 /* now choose a winner if we have any */
2848 i = -1;
2849 if (winners > 0)
2850 i = atnr_winner [rndm (winners)];
2851
2852 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2853 {
2854 /* resistance increased! */
2855 skin->resist[i]++;
2856 op->update_stats ();
2857
2858 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2859 }
2860
2861 /* if this flesh contains a new ability focus, we mark it
2862 into the ability_force and it will take effect on next level */
2863 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864 {
2865 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866
2867 if (meal->last_eat != abil->stats.exp)
2868 op->statusmsg (format (
2869 "Your metabolism prepares to focus on %s!\n"
2870 "The change will happen at level %d.",
2871 change_resist_msg[meal->last_eat],
2872 abil->level + 1
2873 ));
2874 else
2875 {
2876 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2877 abil->last_eat = 0;
2878 }
2879 }
2880
2881 return 1;
2882 }
2883
2884 /**
2885 * op eats food.
2886 * If player, takes care of messages and dragon special food.
2887 */
2888 static void
2889 apply_food (object *op, object *tmp)
2890 {
2891 int capacity_remaining;
2892
2893 if (op->type != PLAYER)
2894 op->stats.hp = op->stats.maxhp;
2895 else
2896 {
2897 /* check if this is a dragon (player), eating some flesh */
2898 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2899 ;
2900 else
2901 {
2902 /* usual case - no dragon meal: */
2903 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2904 {
2905 if (tmp->type == FOOD || tmp->type == FLESH)
2906 op->failmsg ("You feel full, but what a waste of food!");
2907 else
2908 op->statusmsg ("Most of the drink goes down your face not your throat!");
2909 }
2910
2911 tmp->play_sound (
2912 tmp->sound
2913 ? tmp->sound
2914 : tmp->type == DRINK
2915 ? sound_find ("eat_drink")
2916 : sound_find ("eat_food")
2917 );
2918
2919 if (!tmp->flag [FLAG_CURSED])
2920 {
2921 const char *buf;
2922
2923 if (!op->is_dragon ())
2924 {
2925 /* eating message for normal players */
2926 if (tmp->type == DRINK)
2927 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928 else
2929 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930 }
2931 else
2932 /* eating message for dragon players */
2933 buf = format ("The %s tasted terrible!", &tmp->name);
2934
2935 op->statusmsg (buf);
2936
2937 capacity_remaining = MAX_FOOD - op->stats.food;
2938 op->stats.food += tmp->stats.food;
2939 if (capacity_remaining < tmp->stats.food)
2940 op->stats.hp += capacity_remaining / 50;
2941 else
2942 op->stats.hp += tmp->stats.food / 50;
2943
2944 min_it (op->stats.hp, op->stats.maxhp);
2945 min_it (op->stats.food, MAX_FOOD);
2946 }
2947
2948 /* special food hack -b.t. */
2949 if (tmp->title || tmp->flag [FLAG_CURSED])
2950 eat_special_food (op, tmp);
2951 }
2952 }
2953
2954 handle_apply_yield (tmp);
2955 tmp->decrease ();
2956 }
2957
2958 /**
2959 * Handles applying an improve armor scroll.
2960 * Does some sanity checks, then calls improve_armour.
2961 */
2962 static void
2963 apply_armour_improver (object *op, object *tmp)
2964 {
2965 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2966 {
2967 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2968 return;
2969 }
2970
2971 object *armor = op->mark ();
2972
2973 if (!armor)
2974 {
2975 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2976 return;
2977 }
2978
2979 if (armor->type != ARMOUR
2980 && armor->type != CLOAK
2981 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2982 {
2983 op->failmsg ("Your marked item is not armour!\n");
2984 return;
2985 }
2986
2987 if (!op->apply (armor, AP_UNAPPLY))
2988 {
2989 op->failmsg ("You are unable to take off your armour to improve it!");
2990 return;
2991 }
2992
2993 op->statusmsg ("Applying armour enchantment.");
2994 improve_armour (op, tmp, armor);
2995 }
2996
2997 void
2998 apply_poison (object *op, object *tmp)
2999 {
3000 // need to do it now when it is still on the map
3001 handle_apply_yield (tmp);
3002
3003 object *poison = tmp->split (1);
3004
3005 if (op->type == PLAYER)
3006 {
3007 op->contr->play_sound (sound_find ("drink_poison"));
3008 op->failmsg ("Yech! That tasted poisonous!");
3009 op->contr->killer = poison;
3010 }
3011
3012 if (poison->stats.hp > 0)
3013 {
3014 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3015 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3016 }
3017
3018 op->stats.food -= op->stats.food / 4;
3019 poison->destroy ();
3020 }
3021
3022 /**
3023 * This function will try to apply a lighter and in case no lighter
3024 * is specified it will try to find a lighter in the players inventory,
3025 * and inform him about this requirement.
3026 *
3027 * who - the player
3028 * op - the item we want to light
3029 * lighter - the lighter or 0 if a lighter has yet to be found
3030 */
3031 static object *
3032 auto_apply_lighter (object *who, object *op, object *lighter)
3033 {
3034 if (lighter == 0)
3035 {
3036 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3037 {
3038 if (tmp->type == LIGHTER)
3039 {
3040 lighter = tmp;
3041 break;
3042 }
3043 }
3044
3045 if (!lighter)
3046 {
3047 who->failmsgf (
3048 "You can't light up the %s with your bare hands! "
3049 "H<You need a lighter in your inventory, for example a flint and steel.>",
3050 &op->name
3051 );
3052 return 0;
3053 }
3054 }
3055
3056 // last_eat == 0 means the lighter is not being used up!
3057 if (lighter->last_eat && lighter->stats.food)
3058 {
3059 /* lighter gets used up */
3060 lighter = lighter->split ();
3061 lighter->stats.food--;
3062 who->insert (lighter);
3063 }
3064 else if (lighter->last_eat)
3065 {
3066 /* no charges left in lighter */
3067 who->failmsgf (
3068 "You attempt to light the %s with a used up %s.",
3069 &op->name, &lighter->name
3070 );
3071 return 0;
3072 }
3073
3074 return lighter;
3075 }
3076
3077 /**
3078 * Designed primarily to light torches/lanterns/etc.
3079 * Also burns up burnable material too. First object in the inventory is
3080 * the selected object to "burn". -b.t.
3081 */
3082 static void
3083 apply_lighter (object *who, object *lighter)
3084 {
3085 int is_player_env = 0;
3086
3087 if (object *item = who->mark ())
3088 {
3089 if (!auto_apply_lighter (who, item, lighter))
3090 return;
3091
3092 /* Perhaps we should split what we are trying to light on fire?
3093 * I can't see many times when you would want to light multiple
3094 * objects at once.
3095 */
3096
3097 save_throw_object (item, AT_FIRE, who);
3098
3099 if (item->destroyed ()
3100 || ((item->type == LAMP || item->type == TORCH)
3101 && item->glow_radius > 0))
3102 who->statusmsg (format (
3103 "You light the %s with the %s.",
3104 &item->name, &lighter->name
3105 ));
3106 else
3107 who->failmsgf (
3108 "You attempt to light the %s with the %s and fail.",
3109 &item->name, &lighter->name
3110 );
3111 }
3112 else
3113 who->failmsg ("You need to mark a lightable object.");
3114 }
3115
3116 /**
3117 * This function generates a cursed effect for cursed lamps and torches.
3118 */
3119 static void
3120 player_apply_lamp_cursed_effect (object *who, object *op)
3121 {
3122 if (op->level)
3123 {
3124 who->failmsgf (
3125 "The %s was cursed, it explodes in a big fireball!",
3126 &op->name
3127 );
3128 create_exploding_ball_at (who, op->level);
3129 }
3130 else
3131 {
3132 who->failmsgf (
3133 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3134 &op->name
3135 );
3136 }
3137
3138 op->destroy ();
3139 }
3140
3141 /**
3142 * Apply for players and lamps
3143 *
3144 * who - the player
3145 * op - the lamp
3146 */
3147 static void
3148 player_apply_lamp (object *who, object *op)
3149 {
3150 bool switch_on = op->glow_radius ? false : true;
3151
3152 if (switch_on)
3153 {
3154 object *lighter = 0;
3155
3156 if (op->flag [FLAG_IS_LIGHTABLE]
3157 && !(lighter = auto_apply_lighter (who, op, 0)))
3158 return;
3159
3160 if (op->stats.food < 1)
3161 {
3162 if (op->type == LAMP)
3163 who->failmsgf (
3164 "The %s is out of fuel! "
3165 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3166 &op->name
3167 );
3168 else
3169 who->failmsgf (
3170 "The %s is burnt out! "
3171 "H<Torches and similar items burn out and become worthless.>",
3172 &op->name
3173 );
3174 return;
3175 }
3176
3177 if (op->flag [FLAG_CURSED])
3178 {
3179 player_apply_lamp_cursed_effect (who, op);
3180 return;
3181 }
3182
3183 if (lighter)
3184 who->statusmsg (format (
3185 "You light up the %s with the %s.", &op->name, &lighter->name));
3186 else
3187 who->statusmsg (format ("You light up the %s.", &op->name));
3188 }
3189 else
3190 {
3191 if (op->flag [FLAG_CURSED])
3192 {
3193 player_apply_lamp_cursed_effect (who, op);
3194 return;
3195 }
3196
3197 if (op->type == TORCH)
3198 {
3199 if (!op->flag [FLAG_IS_LIGHTABLE])
3200 {
3201 who->statusmsg (format (
3202 "You put out the %s. "
3203 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3204 &op->name, &op->name));
3205 }
3206 else
3207 who->statusmsg (format (
3208 "You put out the %s."
3209 "H<Torches wear out if you put them out.>",
3210 &op->name));
3211 }
3212 else
3213 who->statusmsg (format ("You turn off the %s.", &op->name));
3214 }
3215
3216 apply_lamp (op, switch_on);
3217 }
3218
3219 void get_animation_from_arch (object *op, arch_ptr a)
3220 {
3221 op->animation_id = a->animation_id;
3222 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3223 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3224 op->anim_speed = a->anim_speed;
3225 op->last_anim = 0;
3226 op->state = 0;
3227 op->face = a->face;
3228
3229 if (NUM_ANIMATIONS(op) > 1)
3230 {
3231 SET_ANIMATION(op, 0);
3232 animate_object (op, op->direction);
3233 }
3234 else
3235 update_object (op, UP_OBJ_FACE);
3236 }
3237
3238 /**
3239 * Apply for LAMPs and TORCHes.
3240 *
3241 * op - the lamp
3242 * switch_on - a flag which says whether the lamp should be switched on or off
3243 */
3244 void apply_lamp (object *op, bool switch_on)
3245 {
3246 op->set_glow_radius (switch_on ? op->range : 0);
3247 op->set_speed (switch_on ? op->arch->speed : 0);
3248
3249 // torches wear out if you put them out
3250 if (op->type == TORCH && !switch_on)
3251 {
3252 if (op->flag [FLAG_IS_LIGHTABLE])
3253 {
3254 op->stats.food -= (double) op->arch->stats.food / 15;
3255 if (op->stats.food < 0)
3256 op->stats.food = 0;
3257 }
3258 else
3259 op->stats.food = 0;
3260 }
3261
3262 // lamps and torched get worthless when used up
3263 if (op->stats.food <= 0)
3264 op->value = 0;
3265
3266 // FIXME: This is a hack to make the more sane torches and lamps
3267 // still animated ;-/
3268 if (op->other_arch)
3269 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3270
3271 if (object *pl = op->visible_to ())
3272 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3273 }
3274
3275 /**
3276 * This handles items of type 'transformer'.
3277 * Basically those items, used with a marked item, transform both items into something
3278 * else.
3279 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3280 * Change information is contained in the 'slaying' field of the marked item.
3281 * The format is as follow: transformer:[number ]yield[;transformer:...].
3282 * This way an item can be transformed in many things, and/or many objects.
3283 * The 'slaying' field for transformer is used as verb for the action.
3284 */
3285 static void
3286 apply_item_transformer (object *pl, object *transformer)
3287 {
3288 object *new_item;
3289 const char *find;
3290 char *separator;
3291 int yield;
3292 char got[MAX_BUF];
3293 int len;
3294
3295 if (!pl || !transformer)
3296 return;
3297
3298 object *marked = pl->mark ();
3299
3300 if (!marked)
3301 {
3302 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3303 return;
3304 }
3305
3306 if (!marked->slaying)
3307 {
3308 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3309 return;
3310 }
3311
3312 /* check whether they are compatible or not */
3313 find = strstr (&marked->slaying, transformer->arch->archname);
3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315 {
3316 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3317 return;
3318 }
3319
3320 find += strlen (transformer->arch->archname) + 1;
3321 /* Item can be used, now find how many and what it yields */
3322 if (isdigit (*(find)))
3323 {
3324 yield = atoi (find);
3325 if (yield < 1)
3326 {
3327 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328 yield = 1;
3329 }
3330 }
3331 else
3332 yield = 1;
3333
3334 while (isdigit (*find))
3335 find++;
3336
3337 while (*find == ' ')
3338 find++;
3339
3340 memset (got, 0, MAX_BUF);
3341
3342 if ((separator = (char *) strchr (find, ';')))
3343 len = separator - find;
3344 else
3345 len = strlen (find);
3346
3347 min_it (len, MAX_BUF - 1);
3348
3349 strcpy (got, find);
3350 got[len] = '\0';
3351
3352 /* Now create new item, remove used ones when required. */
3353 new_item = get_archetype (got);
3354 if (!new_item)
3355 {
3356 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3357 return;
3358 }
3359
3360 new_item->nrof = yield;
3361
3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363
3364 pl->insert (new_item);
3365 /* Eat up one item */
3366 marked->decrease ();
3367
3368 /* Eat one transformer if needed */
3369 if (transformer->stats.food)
3370 if (--transformer->stats.food == 0)
3371 transformer->decrease ();
3372 }
3373
3374 /**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387 static bool
3388 manual_apply (object *who, object *op, int aflag)
3389 {
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3410 return apply_special (who, op, aflag);
3411
3412 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562 }
3563
3564 /**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569 void
3570 player_apply_below (object *pl)
3571 {
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3584 return;
3585 }
3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3596 {
3597 // TODO: all this should move to examine
3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 );
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623 }
3624
3625 // saner interface, returns successful status
3626 bool
3627 object::apply (object *ob, int aflags)
3628 {
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3635 {
3636 /* player is flying and applying object not in inventory */
3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638 {
3639 failmsg ("But you are floating high above the ground! "
3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
3643 }
3644 }
3645
3646 contr->last_used = ob;
3647 }
3648
3649 bool want_apply =
3650 aflags & AP_APPLY ? true
3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3731 }
3732
3733 /**
3734 * Map was just loaded, handle op's initialisation.
3735 *
3736 * Generates shop floor's item, and treasures.
3737 */
3738 int
3739 auto_apply (object *op)
3740 {
3741 object *tmp = NULL, *tmp2;
3742 int i;
3743
3744 op->clr_flag (FLAG_AUTO_APPLY);
3745
3746 switch (op->type)
3747 {
3748 case SHOP_FLOOR:
3749 if (!op->has_random_items ())
3750 return 0;
3751
3752 do
3753 {
3754 i = 10; /* let's give it 10 tries */
3755 while ((tmp = generate_treasure (op->randomitems,
3756 op->stats.exp
3757 ? (int) op->stats.exp
3758 : max (op->map->difficulty, 5)))
3759 == NULL && --i);
3760
3761 if (tmp == NULL)
3762 return 0;
3763
3764 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3765 {
3766 tmp->destroy ();
3767 tmp = NULL;
3768 }
3769 }
3770 while (!tmp);
3771
3772 tmp->x = op->x;
3773 tmp->y = op->y;
3774 tmp->set_flag (FLAG_UNPAID);
3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3776 identify (tmp);
3777 break;
3778
3779 case TREASURE:
3780 if (op->flag [FLAG_IS_A_TEMPLATE])
3781 return 0;
3782
3783 while (op->stats.hp-- > 0)
3784 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3785 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3786
3787 /* If we generated an object and put it in this object inventory,
3788 * move it to the parent object as the current object is about
3789 * to disappear. An example of this item is the random_* stuff
3790 * that is put inside other objects.
3791 */
3792 if (op->env)
3793 while (op->inv)
3794 op->env->insert (op->inv);
3795
3796 op->destroy ();
3797 break;
3798 }
3799
3800 return !!tmp;
3801 }
3802
3803 /**
3804 * fix_auto_apply goes through the entire map every time a map
3805 * is loaded or swapped in and performs special actions for
3806 * certain objects (most initialization of chests and creation of
3807 * treasures and stuff). Calls auto_apply if appropriate.
3808 */
3809 void
3810 maptile::fix_auto_apply ()
3811 {
3812 if (!spaces)
3813 return;
3814
3815 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (object *tmp = ms->bot; tmp; )
3817 {
3818 object *above = tmp->above;
3819
3820 if (tmp->inv)
3821 {
3822 object *invtmp, *invnext;
3823
3824 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3825 {
3826 invnext = invtmp->below;
3827
3828 if (invtmp->flag [FLAG_AUTO_APPLY])
3829 auto_apply (invtmp);
3830 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3831 {
3832 while (invtmp->stats.hp-- > 0)
3833 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3834
3835 invtmp->randomitems = NULL;
3836 }
3837 else if (invtmp && invtmp->arch
3838 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3839 {
3840 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3841 /* Need to clear this so that we never try to create
3842 * treasure again for this object
3843 */
3844 invtmp->randomitems = NULL;
3845 }
3846 }
3847
3848 /* This is really temporary - the code at the bottom will
3849 * also set randomitems to null. The problem is there are bunches
3850 * of maps/players already out there with items that have spells
3851 * which haven't had the randomitems set to null yet.
3852 * MSW 2004-05-13
3853 *
3854 * And if it's a spellbook, it's better to set randomitems to NULL too,
3855 * else you get two spells in the book ^_-
3856 * Ryo 2004-08-16
3857 */
3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3860 tmp->randomitems = NULL;
3861 }
3862
3863 if (tmp->flag [FLAG_AUTO_APPLY])
3864 auto_apply (tmp);
3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3866 {
3867 while ((tmp->stats.hp--) > 0)
3868 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3869 tmp->randomitems = NULL;
3870 }
3871 else if (tmp->type == TIMED_GATE)
3872 {
3873 object *head = tmp->head != NULL ? tmp->head : tmp;
3874
3875 if (head->flag [FLAG_IS_LINKED])
3876 tmp->set_speed (0);
3877 }
3878 /* This function can be called everytime a map is loaded, even when
3879 * swapping back in. As such, we don't want to create the treasure
3880 * over and ove again, so after we generate the treasure, blank out
3881 * randomitems so if it is swapped in again, it won't make anything.
3882 * This is a problem for the above objects, because they have counters
3883 * which say how many times to make the treasure.
3884 */
3885 else if (tmp && tmp->arch && tmp->type != PLAYER
3886 && tmp->type != TREASURE && tmp->type != SPELL
3887 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3888 {
3889 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3890 tmp->randomitems = NULL;
3891 }
3892
3893 // close all containers
3894 else if (tmp->type == CONTAINER)
3895 tmp->flag [FLAG_APPLIED] = 0;
3896
3897 tmp = above;
3898 }
3899
3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3903 check_trigger (tmp, tmp->above, tmp->above);
3904 }
3905
3906 /**
3907 * Handles player eating food that temporarily changes status (resistances, stats).
3908 * This used to call cast_change_attr(), but
3909 * that doesn't work with the new spell code. Since we know what
3910 * the food changes, just grab a force and use that instead.
3911 */
3912 void
3913 eat_special_food (object *who, object *food)
3914 {
3915 object *force;
3916 int i, did_one = 0;
3917
3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3921
3922 /* bigger morsel of food = longer effect time */
3923 int duration = TIME2TICK (food->stats.food);
3924
3925 if (force = who->force_find (key))
3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 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));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
3935 return;
3936 }
3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
3948 }
3949
3950 /* check if we can protect the eater */
3951 for (i = 0; i < NROFATTACKS; i++)
3952 {
3953 if (food->resist[i] > 0)
3954 {
3955 force->resist[i] = food->resist[i];
3956 did_one = 1;
3957 }
3958 }
3959
3960 if (did_one)
3961 {
3962 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));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3968 force->destroy ();
3969 }
3970
3971 /* check for hp, sp change */
3972 if (food->stats.hp != 0)
3973 {
3974 if (food->flag [FLAG_CURSED])
3975 {
3976 who->contr->killer = food;
3977 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3978 who->failmsg ("Eck!...that was poisonous!");
3979 }
3980 else
3981 {
3982 if (food->stats.hp > 0)
3983 who->statusmsg ("You begin to feel better.");
3984 else
3985 who->failmsg ("Eck!...that was poisonous!");
3986
3987 who->stats.hp += food->stats.hp;
3988 }
3989 }
3990
3991 if (food->stats.sp != 0)
3992 {
3993 if (food->flag [FLAG_CURSED])
3994 {
3995 who->failmsg ("You are drained of mana!");
3996 who->stats.sp -= food->stats.sp;
3997 if (who->stats.sp < 0)
3998 who->stats.sp = 0;
3999 }
4000 else
4001 {
4002 who->statusmsg ("You feel a rush of magical energy!");
4003 who->stats.sp += food->stats.sp;
4004 /* place limit on max sp from food? */
4005 }
4006 }
4007
4008 who->update_stats ();
4009 }
4010
4011 void
4012 apply_changes_to_player (object *pl, object *change)
4013 {
4014 int excess_stat = 0; /* if the stat goes over the maximum
4015 for the race, put the excess stat some
4016 where else. */
4017
4018 switch (change->type)
4019 {
4020 case CLASS:
4021 {
4022 living *stats = &(pl->contr->orig_stats);
4023 living *ns = &(change->stats);
4024 object *walk;
4025 int flag_change_face = 1;
4026
4027 /* the following code assigns stats up to the stat max
4028 * for the race, and if the stat max is exceeded,
4029 * tries to randomly reassign the excess stat
4030 */
4031 int i, j;
4032
4033 for (i = 0; i < NUM_STATS; i++)
4034 {
4035 int race_bonus = pl->arch->stats.stat (i);
4036 sint8 stat = stats->stat (i) + ns->stat (i);
4037
4038 if (stat > 20 + race_bonus)
4039 {
4040 excess_stat++;
4041 stat = 20 + race_bonus;
4042 }
4043
4044 stats->stat (i) = stat;
4045 }
4046
4047 for (j = 0; excess_stat > 0 && j < 100; j++)
4048 { /* try 100 times to assign excess stats */
4049 int i = rndm (0, 6);
4050
4051 if (i == CHA)
4052 continue; /* exclude cha from this */
4053
4054 int stat = stats->stat (i);
4055 int race_bonus = pl->arch->stats.stat (i);
4056 if (stat < 20 + race_bonus)
4057 {
4058 change_attr_value (stats, i, 1);
4059 excess_stat--;
4060 }
4061 }
4062
4063 /* insert the randomitems from the change's treasurelist into
4064 * the player ref: player.c
4065 */
4066 if (change->randomitems)
4067 give_initial_items (pl, change->randomitems);
4068
4069 /* set up the face, for some races. */
4070
4071 /* first, look for the force object banning
4072 * changing the face. Certain races never change face with class.
4073 */
4074 for (walk = pl->inv; walk; walk = walk->below)
4075 if (walk->name == shstr_NOCLASSFACECHANGE)
4076 flag_change_face = 0;
4077
4078 if (flag_change_face)
4079 {
4080 pl->face = change->face;
4081 pl->animation_id = change->animation_id;
4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4083 }
4084
4085 /* check the special case of can't use weapons */
4086 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4087 if (change->name == shstr_monk)
4088 pl->clr_flag (FLAG_USE_WEAPON);
4089
4090 break;
4091 }
4092 }
4093 }
4094