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Revision: 1.246
Committed: Tue Apr 6 03:53:33 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.245: +0 -1 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 typedef bitset<NUM_TYPES> types_t;
36
37 // these must be in the inventory before they can be applied
38
39 static const struct may_attempt_inv : types_t
40 {
41 may_attempt_inv ()
42 {
43 set (WEAPON);
44 set (ARMOUR);
45 set (BOOTS);
46 set (GLOVES);
47 set (AMULET);
48 set (GIRDLE);
49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
63 }
64 } may_attempt_inv;
65
66 // these only make sense for the player
67
68 static const struct may_attempt_player : types_t
69 {
70 may_attempt_player ()
71 {
72 set (EXIT);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
86 }
87 } may_attempt_player;
88
89 // applying these _can_ be attempted, others cannot
90 // be applied at all. used by e.g. apply below.
91
92 static const struct may_attempt : types_t
93 {
94 may_attempt ()
95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
96 {
97 set (T_HANDLE);
98 set (TRIGGER);
99 set (SCROLL);
100 set (POTION);
101 set (CLOSE_CON);
102 set (CONTAINER);
103 set (LAMP);
104 set (TORCH);
105 set (DRINK);
106 set (FOOD);
107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
111 }
112 } may_attempt;
113
114 /****************************************************************************
115 * Weapon improvement code follows
116 ****************************************************************************/
117
118 /**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122 static bool
123 check_item_power (object *who, int item_power)
124 {
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131 }
132
133 /**
134 * This returns the sum of nrof of item (arch name).
135 */
136 static int
137 check_item (object *op, shstr_cmp item)
138 {
139 int count = 0;
140
141 if (!item)
142 return 0;
143
144 for (op = op->below; op; op = op->below)
145 if (op->arch->archname == item)
146 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
147 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
148 count += op->number_of ();
149
150 return count;
151 }
152
153 /**
154 * This removes 'nrof' of what item->slaying says to remove.
155 * op is typically the player, which is only
156 * really used to determine what space to look at.
157 * Modified to only eat 'nrof' of objects.
158 */
159 static void
160 eat_item (object *op, shstr_cmp item, uint32 nrof)
161 {
162 object *prev;
163
164 prev = op;
165 op = op->below;
166
167 while (op)
168 {
169 if (op->arch->archname == item)
170 {
171 if (op->nrof >= nrof)
172 {
173 op->decrease (nrof);
174 return;
175 }
176 else
177 {
178 op->decrease (nrof);
179 nrof -= op->nrof;
180 }
181
182 op = prev;
183 }
184
185 prev = op;
186 op = op->below;
187 }
188 }
189
190 /**
191 * Returns how many items of type improver->slaying there are under op.
192 * Will display a message if none found, and 1 if improver->slaying is NULL.
193 */
194 static int
195 check_sacrifice (object *op, const object *improver)
196 {
197 int count = 0;
198
199 if (improver->slaying)
200 {
201 count = check_item (op, improver->slaying);
202 if (count < 1)
203 {
204 op->failmsg (format ("The gods want more %ss", &improver->slaying));
205 return 0;
206 }
207 }
208 else
209 count = 1;
210
211 return count;
212 }
213
214 /**
215 * Actually improves the weapon, and tells user.
216 */
217 static int
218 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
219 {
220 stat += sacrifice_count;
221 weapon->last_eat++;
222 improver->decrease ();
223
224 /* So it updates the players stats and the window */
225 op->update_stats ();
226
227 op->statusmsg (format (
228 "Your sacrifice was accepted.\n"
229 "Weapon's bonus to %s improved by %d.",
230 statname, sacrifice_count
231 ));
232
233 return 1;
234 }
235
236 /* Types of improvements, hidden in the sp field. */
237 #define IMPROVE_PREPARE 1
238 #define IMPROVE_DAMAGE 2
239 #define IMPROVE_WEIGHT 3
240 #define IMPROVE_ENCHANT 4
241 #define IMPROVE_STR 5
242 #define IMPROVE_DEX 6
243 #define IMPROVE_CON 7
244 #define IMPROVE_WIS 8
245 #define IMPROVE_CHA 9
246 #define IMPROVE_INT 10
247 #define IMPROVE_POW 11
248
249 /**
250 * This does the prepare weapon scroll.
251 * Checks for sacrifice, and so on.
252 */
253 static int
254 prepare_weapon (object *op, object *improver, object *weapon)
255 {
256 int sacrifice_count, i;
257 char buf[MAX_BUF];
258
259 if (weapon->level != 0)
260 {
261 op->failmsg ("Weapon is already prepared!");
262 return 0;
263 }
264
265 for (i = 0; i < NROFATTACKS; i++)
266 if (weapon->resist[i])
267 break;
268
269 /* If we break out, i will be less than nrofattacks, preventing
270 * improvement of items that already have protections.
271 */
272 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
273 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
274 weapon->stats.exp || /* speed */
275 weapon->stats.ac) /* AC - only taifu's I think */
276 {
277 op->failmsg ("You cannot prepare magic weapons. "
278 "H<A weapon is considered magical if it changes regeneration, "
279 "speed or ac, or has other protections.>");
280 return 0;
281 }
282
283 sacrifice_count = check_sacrifice (op, improver);
284 if (sacrifice_count <= 0)
285 return 0;
286
287 weapon->level = isqrt (sacrifice_count);
288 eat_item (op, improver->slaying, sacrifice_count);
289
290 op->statusmsg (format (
291 "Your sacrifice was accepted."
292 "Your *%s may be improved %d times.",
293 &weapon->name, weapon->level
294 ));
295
296 sprintf (buf, "%s's %s", &op->name, &weapon->name);
297 weapon->name = weapon->name_pl = buf;
298 weapon->nrof = 0; /* prevents preparing n weapons in the same
299 slot at once! */
300 improver->decrease ();
301 weapon->last_eat = 0;
302 return 1;
303 }
304
305 /**
306 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
307 * This is the new improve weapon code.
308 * Returns 0 if it was not able to work for some reason.
309 *
310 * Checks if weapon was prepared, if enough potions on the floor, ...
311 *
312 * We are hiding extra information about the weapon in the level and
313 * last_eat numbers for an object. Hopefully this won't break anything ??
314 * level == max improve last_eat == current improve
315 */
316 static int
317 improve_weapon (object *op, object *improver, object *weapon)
318 {
319 int sacrifice_count, sacrifice_needed = 0;
320
321 if (improver->stats.sp == IMPROVE_PREPARE)
322 return prepare_weapon (op, improver, weapon);
323
324 if (weapon->level == 0)
325 {
326 op->failmsg (
327 "This weapon has not been prepared."
328 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
329 return 0;
330 }
331
332 if (weapon->last_eat >= weapon->level // improvements used up
333 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
334 {
335 op->failmsg ("This weapon cannot be improved any more.");
336 return 0;
337 }
338
339 if (QUERY_FLAG (weapon, FLAG_APPLIED)
340 && !check_item_power (op, weapon->item_power + 1))
341 {
342 op->failmsg ("Improving the weapon will make it too "
343 "powerful for you to use. Unready it if you "
344 "really want to improve it.");
345 return 0;
346 }
347
348 /* This just increases damage by 5 points, no matter what. No sacrifice
349 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
350 * don't put any maximum value on damage - the limit is how much the
351 * weapon can be improved.
352 */
353 if (improver->stats.sp == IMPROVE_DAMAGE)
354 {
355 weapon->stats.dam += 5;
356 weapon->weight += 5000; /* 5 KG's */
357 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
358 weapon->last_eat++;
359
360 weapon->item_power++;
361 improver->decrease ();
362 return 1;
363 }
364
365 if (improver->stats.sp == IMPROVE_WEIGHT)
366 {
367 /* Reduce weight by 20% */
368 weapon->weight = (weapon->weight * 8) / 10;
369 if (weapon->weight < 1)
370 weapon->weight = 1;
371
372 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
373 weapon->last_eat++;
374 weapon->item_power++;
375 improver->decrease ();
376 return 1;
377 }
378
379 if (improver->stats.sp == IMPROVE_ENCHANT)
380 {
381 weapon->magic++;
382 weapon->last_eat++;
383 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
384 improver->decrease ();
385 weapon->item_power++;
386 return 1;
387 }
388
389 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
390 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
391
392 if (sacrifice_needed < 1)
393 sacrifice_needed = 1;
394 sacrifice_needed *= 2;
395
396 sacrifice_count = check_sacrifice (op, improver);
397 if (sacrifice_count < sacrifice_needed)
398 {
399 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
400 return 0;
401 }
402
403 eat_item (op, improver->slaying, sacrifice_needed);
404 weapon->item_power++;
405
406 switch (improver->stats.sp)
407 {
408 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
409 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
410 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
411 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
412 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
413 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
414 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
415 default:
416 op->failmsg ("Unknown improvement type.");
417 }
418
419 LOG (llevError, "improve_weapon: Got to end of function\n");
420 return 0;
421 }
422
423 /**
424 * Handles the applying of improve/prepare/enchant weapon scroll.
425 * Checks a few things (not on a non-magic square, marked weapon, ...),
426 * then calls improve_weapon to do the dirty work.
427 */
428 static int
429 check_improve_weapon (object *op, object *tmp)
430 {
431 object *otmp;
432
433 if (op->type != PLAYER)
434 return 0;
435
436 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
437 {
438 op->failmsg ("Something blocks the magic of the scroll!");
439 return 0;
440 }
441
442 otmp = find_marked_object (op);
443
444 if (!otmp)
445 {
446 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
447 return 0;
448 }
449
450 if (otmp->type != WEAPON && otmp->type != BOW)
451 {
452 op->failmsg ("Marked item is not a weapon or bow!");
453 return 0;
454 }
455
456 op->statusmsg ("Applied weapon builder.");
457
458 improve_weapon (op, tmp, otmp);
459 esrv_send_item (op, otmp);
460 return 1;
461 }
462
463 /**
464 * This code deals with the armour improvment scrolls.
465 * Change limits on improvement - let players go up to
466 * +5 no matter what level, but they are limited by item
467 * power.
468 * Try to use same improvement code as in the common/treasure.c
469 * file, so that if you make a +2 full helm, it will be just
470 * the same as one you find in a shop.
471 *
472 * deprecated comment:
473 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
474 * only 'enchantment' of armour is possible - improving
475 * the stats of a player w/ armour as well as a weapon
476 * will probably horribly unbalance the game. Magic enchanting
477 * depends on the level of the character - ie the plus
478 * value (magic) of the armour can never be increased beyond
479 * the level of the character / 10 -- rounding upish, nor may
480 * the armour value of the piece of equipment exceed either
481 * the users level or 90)
482 * Modified by MSW for partial resistance. Only support
483 * changing of physical area right now.
484 */
485 static int
486 improve_armour (object *op, object *improver, object *armour)
487 {
488 object *tmp;
489
490 if (armour->magic >= settings.armor_max_enchant)
491 {
492 op->failmsg ("This armour can not be enchanted any further!");
493 return 0;
494 }
495
496 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
497 * etc), so take the easy way out and don't worry about it.
498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
499 * of gnarg and what not?)
500 */
501 if (armour->title)
502 {
503 op->failmsg ("This armour will not accept further enchantment.");
504 return 0;
505 }
506
507 /* Split objects if needed. Can't insert tmp until the
508 * end of this function - otherwise it will just re-merge.
509 */
510 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
511
512 armour->magic++;
513
514 if (!settings.armor_speed_linear)
515 {
516 int base = 100;
517 int pow = 0;
518
519 while (pow < armour->magic)
520 {
521 base = base - (base * settings.armor_speed_improvement) / 100;
522 pow++;
523 }
524
525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
526 }
527 else
528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
529
530 if (!settings.armor_weight_linear)
531 {
532 int base = 100;
533 int pow = 0;
534
535 while (pow < armour->magic)
536 {
537 base = base - (base * settings.armor_weight_reduction) / 100;
538 pow++;
539 }
540
541 armour->weight = (armour->arch->weight * base) / 100;
542 }
543 else
544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
545
546 if (armour->weight <= 0)
547 {
548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
549 armour->weight = 1;
550 }
551
552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
553
554 if (op->type == PLAYER)
555 {
556 esrv_send_item (op, armour);
557
558 if (QUERY_FLAG (armour, FLAG_APPLIED))
559 op->update_stats ();
560 }
561
562 improver->decrease ();
563
564 if (tmp)
565 op->insert (tmp);
566
567 return 1;
568 }
569
570 /*
571 * convert_item() returns 1 if anything was converted, 0 if the item was not
572 * what the converter wants, -1 if the converter is broken.
573 *
574 * Takes one type of items and makes another.
575 * converter is the object that is doing the conversion.
576 * item is the object that triggered the converter - if it is not
577 * what the converter wants, this will not do anything.
578 */
579 int
580 convert_item (object *item, object *converter)
581 {
582 sint64 nr = 0, price_in;
583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
591
592 /* We make some assumptions - we assume if it takes money as it type,
593 * it wants some amount. We don't make change (ie, if something costs
594 * 3 gp and player drops a platinum, tough luck)
595 */
596 if (conv_from == shstr_money)
597 {
598 if (item->type != MONEY)
599 return 0;
600
601 nr = sint64 (item->nrof) * item->value / need;
602 if (!nr)
603 return 0;
604
605 converter->play_sound (sound_find ("shop_buy"));
606
607 sint64 cost = (nr * need + item->value - 1) / item->value;
608
609 item->decrease (cost);
610
611 price_in = cost * item->value;
612 }
613 else
614 {
615 if (item->type == PLAYER
616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
618 return 0;
619
620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
623 {
624 nr = sint64 (item->nrof) / need;
625 item->decrease (nr * need);
626 price_in = nr * need * item->value;
627 }
628 else
629 {
630 price_in = item->value;
631 item->destroy ();
632 }
633 }
634
635 if (converter->inv)
636 {
637 object *ob;
638 int i;
639 object *ob_to_copy;
640
641 /* select random object from inventory to copy */
642 ob_to_copy = converter->inv;
643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
644 if (rndm (0, i) == 0)
645 ob_to_copy = ob;
646
647 item = ob_to_copy->deep_clone ();
648 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
650 }
651 else
652 {
653 if (!conv_to)
654 {
655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
656 &converter->name, &converter->map->path, converter->x, converter->y);
657 return -1;
658 }
659
660 item = object_create_arch (conv_to);
661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
662 }
663
664 if (give)
665 item->nrof = give;
666
667 if (nr)
668 item->nrof *= nr;
669
670 if (converter->flag [FLAG_PRECIOUS])
671 SET_FLAG (item, FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 SET_FLAG (item, FLAG_UNPAID);
680 }
681 else if (price_in < sint64 (item->nrof) * item->value)
682 {
683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
685 /**
686 * elmex: we are going to let the game continue, as the mapcreator
687 * hopefully had something in mind when doing this.
688 */
689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
697 return 1;
698 }
699
700 /**
701 * Handle apply on containers.
702 * By Eneq(@csd.uu.se).
703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
704 * added the alchemical cauldron to the code -b.t.
705 */
706 static int
707 apply_container (object *op, object *sack)
708 {
709 if (op->type != PLAYER || !op->contr->ns)
710 return 0; /* This might change */
711
712 if (!sack || sack->type != CONTAINER)
713 {
714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
715 return 0;
716 }
717
718 op->contr->last_used = 0;
719
720 if (sack->env && sack->env != op)
721 {
722 op->failmsg ("You must put it onto the floor or into your inventory first.");
723 return 1;
724 }
725
726 // already applied == open on ground, or open in inv, or active in inv
727 if (sack->flag [FLAG_APPLIED])
728 {
729 if (op->container_ () == sack)
730 {
731 // open on ground or inv, so close
732 op->close_container ();
733 return 1;
734 }
735 else if (!sack->env)
736 {
737 // active, but not ours: some other player has opened it
738 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
739 return 1;
740 }
741
742 // fall through to opening it (active in inv)
743 }
744 else if (sack->env)
745 {
746 // it is in our env, so activate it, do not open yet
747 op->close_container ();
748 sack->flag [FLAG_APPLIED] = 1;
749 esrv_update_item (UPD_FLAGS, op, sack);
750 op->statusmsg (format ("You ready %s.", query_name (sack)));
751 return 1;
752 }
753
754 // it's locked?
755 if (sack->slaying)
756 {
757 if (object *tmp = find_key (op, op, sack))
758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
759 else
760 {
761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
762 return 1;
763 }
764 }
765
766 op->open_container (sack);
767
768 return 1;
769 }
770
771 /**
772 * Handles dropping things on altar.
773 * Returns true if sacrifice was accepted.
774 */
775 static int
776 apply_altar (object *altar, object *sacrifice, object *originator)
777 {
778 /* Only players can make sacrifices on spell casting altars. */
779 if (altar->inv && (!originator || originator->type != PLAYER))
780 return 0;
781
782 if (operate_altar (altar, &sacrifice, originator))
783 {
784 /* Simple check. Unfortunately, it means you can't cast magic bullet
785 * with an altar. We call it a Potion - altars are stationary - it
786 * is up to map designers to use them properly.
787 */
788 if (altar->inv && altar->inv->type == SPELL)
789 {
790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
791 cast_spell (originator, altar, 0, altar->inv, NULL);
792 /* If it is connected, push the button. Fixes some problems with
793 * old maps.
794 */
795
796 /* push_button (altar);*/
797 }
798 else
799 {
800 altar->value = 1; /* works only once */
801 push_button (altar, originator);
802 }
803
804 return !sacrifice;
805 }
806 else
807 return 0;
808 }
809
810 /**
811 * Handles 'movement' of shop mats.
812 * Returns 1 if 'op' was destroyed, 0 if not.
813 * Largely re-written to not use nearly as many gotos, plus
814 * some of this code just looked plain out of date.
815 * MSW 2001-08-29
816 */
817 int
818 apply_shop_mat (object *shop_mat, object *op)
819 {
820 int rv = 0;
821 double opinion;
822 object *tmp, *next;
823
824 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
825
826 bool has_unpaid = false;
827
828 // quite inefficient to do this here twice, but the api doesn't lend itself to
829 // a quick and small change :(
830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831 if (item->flag [FLAG_UNPAID])
832 {
833 has_unpaid = true;
834 break;
835 }
836
837 if (!op->is_player ())
838 {
839 /* Remove all the unpaid objects that may be carried here.
840 * This could be pets or monsters that are somehow in
841 * the shop.
842 */
843 for (tmp = op->inv; tmp; tmp = next)
844 {
845 next = tmp->below;
846
847 if (QUERY_FLAG (tmp, FLAG_UNPAID))
848 {
849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
850
851 if (i >= 0)
852 tmp->move (i);
853 }
854 }
855
856 /* Don't teleport things like spell effects */
857 if (QUERY_FLAG (op, FLAG_NO_PICK))
858 return 0;
859
860 /* unpaid objects, or non living objects, can't transfer by
861 * shop mats. Instead, put it on a nearby space.
862 */
863 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
864 {
865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
867
868 if (i != -1)
869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
870
871 return 0;
872 }
873
874 /* Removed code that checked for multipart objects - it appears that
875 * the teleport function should be able to handle this just fine.
876 */
877 rv = teleport (shop_mat, SHOP_MAT, op);
878 }
879 else if (can_pay (op) && get_payment (op))
880 {
881 /* this is only used for players */
882 rv = teleport (shop_mat, SHOP_MAT, op);
883
884 if (has_unpaid)
885 op->contr->play_sound (sound_find ("shop_buy"));
886 else if (op->is_in_shop ())
887 op->contr->play_sound (sound_find ("shop_enter"));
888 else
889 op->contr->play_sound (sound_find ("shop_leave"));
890
891 if (shop_mat->msg)
892 op->statusmsg (shop_mat->msg);
893 /* This check below is a bit simplistic - generally it should be correct,
894 * but there is never a guarantee that the bottom space on the map is
895 * actually the shop floor.
896 */
897 else if (!rv && !op->is_in_shop ())
898 {
899 opinion = shopkeeper_approval (op->map, op);
900
901 op->statusmsg (
902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
903 : opinion >= 0.75 ? "The shopkeeper waves to you."
904 : opinion >= 0.50 ? "The shopkeeper ignores you."
905 : "The shopkeeper glares at you with contempt."
906 );
907 }
908 }
909 else
910 {
911 /* if we get here, a player tried to leave a shop but was not able
912 * to afford the items he has. We try to move the player so that
913 * they are not on the mat anymore
914 */
915 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
916
917 if (i == -1)
918 LOG (llevError, "Internal shop-mat problem.\n");
919 else
920 {
921 op->remove ();
922 op->x += freearr_x[i];
923 op->y += freearr_y[i];
924 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
925 }
926 }
927
928 CLEAR_FLAG (op, FLAG_NO_APPLY);
929 return rv;
930 }
931
932 /**
933 * Handles applying a sign.
934 */
935 static void
936 apply_sign (object *op, object *sign, int autoapply)
937 {
938 if (!op->is_player())
939 return;
940
941 if (sign->has_dialogue ())
942 {
943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
944 return;
945 }
946
947 if (!sign->msg)
948 {
949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
953 return;
954 }
955
956 if (sign->stats.food)
957 {
958 if (sign->last_eat >= sign->stats.food)
959 {
960 if (!sign->move_on)
961 op->failmsg ("You cannot read it anymore.");
962
963 return;
964 }
965
966 if (!QUERY_FLAG (op, FLAG_WIZPASS))
967 sign->last_eat++;
968 }
969
970 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
971 * No way to know for sure. The presumption is basically that if
972 * move_on is zero, it needs to be manually applied (doesn't talk
973 * to us).
974 */
975 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
976 {
977 op->failmsg ("You are unable to read while blind!");
978 return;
979 }
980
981 if (op->contr)
982 if (client *ns = op->contr->ns)
983 {
984 if (sign->sound)
985 ns->play_sound (sign->sound);
986 else if (autoapply)
987 ns->play_sound (sound_find ("msg_voice"));
988
989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
990 }
991 }
992
993 static void
994 move_apply_hole (object *trap, object *victim)
995 {
996 /* Hole not open? */
997 if (trap->stats.wc > 0)
998 return;
999
1000 /* Is this a multipart monster and not the head? If so, return.
1001 * Processing will happen if the head runs into the pit
1002 */
1003 if (victim->head)
1004 return;
1005
1006 // now find all possible locations and randomly pick one
1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1012
1013 if (dir < 0)
1014 return;
1015
1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1018
1019 transfer_ob (victim,
1020 EXIT_X (trap) + freearr_x[dir],
1021 EXIT_Y (trap) + freearr_y[dir],
1022 0, victim);
1023 }
1024
1025 /**
1026 * Unapplies specified item.
1027 * No check done on cursed/damned.
1028 * Break this out of apply_special - this is just done
1029 * to keep the size of apply_special to a more managable size.
1030 */
1031 static bool
1032 unapply_special (object *who, object *op, int aflags)
1033 {
1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1036 return RESULT_INT (0);
1037
1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
1042
1043 switch (op->type)
1044 {
1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
1061 // unapplying a weapon or skill tool should also unapply the skill it governs
1062 // but this is hard, as it shouldn't do so when the skill can
1063 // be used for other reasons
1064 if (who->chosen_skill)
1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1066 unapply_special (who, op, 0);
1067
1068 break;
1069
1070 case BOW:
1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
1075 if (player *pl = who->contr)
1076 {
1077 who->statusmsg (format ("You unready %s.", query_name (op)));
1078 change_abil (who, op);
1079 }
1080 else
1081 {
1082 who->change_skill (0);
1083
1084 if (op->type == BOW)
1085 op->flag [FLAG_READY_BOW ] = false;
1086 else
1087 op->flag [FLAG_READY_RANGE] = false;
1088 }
1089
1090 break;
1091
1092 case ARMOUR:
1093 case HELMET:
1094 case SHIELD:
1095 case RING:
1096 case BOOTS:
1097 case GLOVES:
1098 case AMULET:
1099 case GIRDLE:
1100 case BRACERS:
1101 case CLOAK:
1102 who->statusmsg (format ("You unwear %s.", query_name (op)));
1103 change_abil (who, op);
1104 break;
1105
1106 case SPELL:
1107 case BUILDER:
1108 who->statusmsg (format ("You unready %s.", query_name (op)));
1109 break;
1110
1111 //case SKILL_TOOL://TODO
1112 default:
1113 who->statusmsg (format ("You unapply %s.", query_name (op)));
1114 break;
1115 }
1116
1117 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1118 if (object *pl = op->visible_to ())
1119 esrv_send_item (pl, op);
1120
1121 who->update_stats ();
1122
1123 return 1;
1124 }
1125
1126 /**
1127 * Returns the object that is using location 'loc'.
1128 * Note that 'start' is the first object to start examing - we
1129 * then go through the below of this. In this way, you can do
1130 * something like:
1131 * tmp = get_next_item_from_body_location(who->inv, 1);
1132 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1133 * to find the second object that may use this location, etc.
1134 * Returns NULL if no match is found.
1135 * loc is the index into the array we are looking for a match.
1136 * don't return invisible objects unless they are skill objects
1137 * invisible other objects that use
1138 * up body locations can be used as restrictions.
1139 */
1140 static object *
1141 get_next_item_from_body_location (int loc, object *start)
1142 {
1143 for (object *tmp = start; tmp; tmp = tmp->below)
1144 if (tmp->flag [FLAG_APPLIED]
1145 && tmp->slot [loc].info
1146 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1147 return tmp;
1148
1149 return 0;
1150 }
1151
1152 /**
1153 * 'op' wants to apply an object, but can't because of other equipment.
1154 * This should only be called when it is known
1155 * that there are objects to unapply. This makes pretty heavy
1156 * use of get_item_from_body_location. It makes no intelligent choice
1157 * on objects - rather, the first that is matched is used.
1158 * Returns 0 on success, returns 1 if there is some problem.
1159 * if aflags is AP_PRINT, we instead print out waht to unapply
1160 * instead of doing it. This is a lot less code than having
1161 * another function that does just that.
1162 */
1163
1164 #define CANNOT_REMOVE_CURSED \
1165 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1166 "Praying over an altar, scrolls of remove curse/damnation, " \
1167 "priests or even other players might help.>"
1168
1169 static bool
1170 unapply_for_ob (object *who, object *op, int aflags)
1171 {
1172 if (op->is_range ())
1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
1175 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
1176 {
1177 if (aflags & AP_PRINT)
1178 who->failmsg (query_name (tmp));
1179 else
1180 unapply_special (who, tmp, aflags);
1181 }
1182 else
1183 {
1184 /* In this case, we want to try and remove a cursed item.
1185 * While we know it won't work, we want unapply_special to
1186 * at least generate the message.
1187 */
1188 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
1189 return 1;
1190 }
1191
1192 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1193 {
1194 /* this used up a slot that we need to free */
1195 if (op->slot[i].info)
1196 {
1197 object *last = who->inv;
1198
1199 /* We do a while loop - may need to remove several items in order
1200 * to free up enough slots.
1201 */
1202 while ((who->slot[i].used + op->slot[i].info) < 0)
1203 {
1204 object *tmp = get_next_item_from_body_location (i, last);
1205
1206 if (!tmp)
1207 {
1208 #if 0
1209 /* Not a bug - we'll get this if the player has cursed items
1210 * equipped.
1211 */
1212 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1213 #endif
1214 return 1;
1215 }
1216
1217 /* If we are just printing, we don't care about cursed status */
1218 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
1219 {
1220 if (aflags & AP_PRINT)
1221 who->failmsg (query_name (tmp));
1222 else
1223 unapply_special (who, tmp, aflags);
1224 }
1225 else
1226 {
1227 /* Cursed item that we can't unequip - tell the player.
1228 * Note this could be annoying if this is just one of a few,
1229 * so it may not be critical (eg, putting on a ring and you have
1230 * one cursed ring.)
1231 */
1232 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
1233 }
1234
1235 last = tmp->below;
1236 }
1237 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1238 * return in the !tmp would have kicked in.
1239 */
1240 } /* if op is using this body location */
1241 } /* for body lcoations */
1242
1243 return 0;
1244 }
1245
1246 /**
1247 * Checks to see if 'who' can apply object 'op'.
1248 * Returns 0 if apply can be done without anything special.
1249 * Otherwise returns a bitmask - potentially several of these may be
1250 * set, but largely depends on circumstance - in the future, processing
1251 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1252 * is set, do we really care what the other flags may be?)
1253 *
1254 * See include/define.h for detailed description of the meaning of
1255 * these return values.
1256 */
1257 int
1258 can_apply_object (object *who, object *op)
1259 {
1260 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1261 return RESULT_INT (0);
1262
1263 int retval = 0;
1264 object *tmp = 0, *ws = 0;
1265
1266 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1267 {
1268 if (op->slot[i].info)
1269 {
1270 /* Item uses more slots than we have */
1271 if (who->slot[i].info + op->slot [i].info < 0)
1272 {
1273 /* Could return now for efficiency - rest of info below isn't
1274 * really needed.
1275 */
1276 retval |= CAN_APPLY_NEVER;
1277 }
1278 else if (who->slot[i].used + op->slot[i].info < 0)
1279 {
1280 /* in this case, equipping this would use more free spots than
1281 * we have.
1282 */
1283
1284 /* if we have an applied weapon/shield, and unapply it would free
1285 * enough slots to equip the new item, then just set "can
1286 * apply unapply". We don't care about the logic below - if you have a
1287 * shield equipped and try to equip another shield, there is only
1288 * one choice. However, the check for the number of body locations
1289 * does take into the account cases where what is being applied
1290 * may be two handed for example.
1291 */
1292 if (ws)
1293 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1294 {
1295 retval |= CAN_APPLY_UNAPPLY;
1296 continue;
1297 }
1298
1299 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1300 if (!tmp1)
1301 retval |= CAN_APPLY_NEVER;
1302 else
1303 {
1304 /* need to unapply something. However, if this something
1305 * is different than we had found before, it means they need
1306 * to apply multiple objects
1307 */
1308 retval |= CAN_APPLY_UNAPPLY;
1309
1310 if (!tmp)
1311 tmp = tmp1;
1312 else if (tmp != tmp1)
1313 retval |= CAN_APPLY_UNAPPLY_MULT;
1314
1315 /* This object isn't using up all the slots, so there must
1316 * be another. If so, and it the new item doesn't need all
1317 * the slots, the player then has a choice.
1318 */
1319 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1320 && abs (op->slot[i].info) < who->slot[i].info)
1321 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1322
1323 /* Does unequippint 'tmp1' free up enough slots for this to be
1324 * equipped? If not, there must be something else to unapply.
1325 */
1326 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1327 retval |= CAN_APPLY_UNAPPLY_MULT;
1328 }
1329 } /* if not enough free slots */
1330 } /* if this object uses location i */
1331 } /* for i -> num_body_locations loop */
1332
1333 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1334 * really be controlled by use of body locations. We do have
1335 * the weapon/shield checks, and the range checks for monsters,
1336 * because you can't control those just by body location - bows, shields,
1337 * and weapons all use the same slot. Similar for horn/rod/wand - they
1338 * all use the same location.
1339 */
1340 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
1341 retval |= CAN_APPLY_RESTRICTION;
1342
1343 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
1344 retval |= CAN_APPLY_RESTRICTION;
1345
1346 if (who->type != PLAYER)
1347 {
1348 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
1349 retval |= CAN_APPLY_RESTRICTION;
1350
1351 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1352 retval |= CAN_APPLY_RESTRICTION;
1353
1354 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1355 retval |= CAN_APPLY_RESTRICTION;
1356
1357 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1358 retval |= CAN_APPLY_RESTRICTION;
1359 }
1360
1361 return retval;
1362 }
1363
1364 /**
1365 * who is the object using the object. It can be a monster.
1366 * op is the object they are using. op is an equipment type item,
1367 * eg, one which you put on and keep on for a while, and not something
1368 * like a potion or scroll.
1369 *
1370 * function returns 1 if the action could not be completed, 0 on
1371 * success. However, success is a matter of meaning - if the
1372 * user passes the 'apply' flag to an object already applied,
1373 * nothing is done, and 0 is returned.
1374 *
1375 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1376 * AP_UNAPPLY=always unapply).
1377 *
1378 * Optional flags:
1379 * AP_NO_MERGE: don't merge an unapplied object with other objects
1380 * AP_IGNORE_CURSE: unapply cursed items
1381 * AP_NO_READY: do not ready skills when applying skill tools
1382 *
1383 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1384 *
1385 * apply_special() doesn't check for unpaid items.
1386 */
1387
1388 #define LACK_ITEM_POWER \
1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1390
1391 static bool
1392 apply_special (object *who, object *op, int aflags)
1393 {
1394 int basic_flag = aflags & AP_MODE;
1395 object *tmp, *tmp2, *skop = NULL;
1396
1397 if (who == NULL)
1398 {
1399 LOG (llevError, "apply_special() from object without environment.\n");
1400 return 1;
1401 }
1402
1403 //TODO: remove these when apply_special is no longer exposed
1404 if (op->env != who)
1405 return 1; /* op is not in inventory */
1406
1407 /* trying to unequip op */
1408 if (QUERY_FLAG (op, FLAG_APPLIED))
1409 {
1410 /* always apply, so no reason to unapply */
1411 if (basic_flag == AP_APPLY)
1412 return 0;
1413
1414 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
1415 {
1416 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
1417 return 1;
1418 }
1419
1420 return unapply_special (who, op, aflags);
1421 }
1422 else if (basic_flag == AP_UNAPPLY)
1423 return 0;
1424
1425 splay (op);
1426
1427 /* Can't just apply this object. Lets see what not and what to do */
1428 if (int i = can_apply_object (who, op))
1429 {
1430 if (i & CAN_APPLY_NEVER)
1431 {
1432 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
1433 return 1;
1434 }
1435 else if (i & CAN_APPLY_RESTRICTION)
1436 {
1437 who->failmsg (format (
1438 "You have a prohibition against using a %s. "
1439 "H<Your belief, profession or class prevents you from applying this item.>",
1440 query_name (op)
1441 ));
1442 return 1;
1443 }
1444
1445 if (who->type != PLAYER)
1446 {
1447 /* Some error, so don't try to equip something more */
1448 if (unapply_for_ob (who, op, aflags))
1449 return 1;
1450 }
1451 else
1452 {
1453 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1454 {
1455 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1456 unapply_for_ob (who, op, AP_PRINT);
1457 return 1;
1458 }
1459 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1460 if (unapply_for_ob (who, op, aflags))
1461 return 1;
1462 }
1463 }
1464
1465 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1466 {
1467 // try to ready attached skill first
1468 skop = find_skill_by_name (who, op->skill);
1469
1470 if (!skop)
1471 {
1472 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
1473 return 1;
1474 }
1475 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1476 {
1477 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1478 return 1;
1479 }
1480 }
1481
1482 if (!check_item_power (who, op->item_power))
1483 {
1484 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1485 return 1;
1486 }
1487
1488 /* Ok. We are now at the state where we can apply the new object.
1489 * Note that we don't have the checks for can_use_...
1490 * below - that is already taken care of by can_apply_object.
1491 */
1492
1493 // split away all the other items from the stack, so only one item is left
1494 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1495
1496 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1497 return RESULT_INT (0);
1498
1499 switch (op->type)
1500 {
1501 case WEAPON:
1502 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1503 {
1504 /* if the weapon does not have the name as the character, can't use it. */
1505 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1506 who->failmsg ("The weapon does not recognize you as its owner. "
1507 "H<Its name indicates that it belongs to somebody else.>");
1508 if (tmp) who->insert (tmp);
1509 return 1;
1510 }
1511
1512 op->flag [FLAG_APPLIED] = true;
1513
1514 if (player *pl = who->contr)
1515 {
1516 who->statusmsg (format ("You wield %s.", query_name (op)));
1517 change_abil (who, op);
1518 }
1519 else
1520 who->change_skill (skop);
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 SET_FLAG (op, 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 SET_FLAG (op, 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->failmsg (format (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
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 SET_FLAG (who, FLAG_READY_SKILL);
1593 SET_FLAG (op, 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 /* check for skill, alter player status */
1635
1636 if (!skop)
1637 {
1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
1640 return 1;
1641 }
1642
1643 op->flag [FLAG_APPLIED] = true;
1644
1645 if (player *pl = who->contr)
1646 {
1647 who->statusmsg (format ("You ready %s.", query_name (op)));
1648
1649 if (op->type == BOW)
1650 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1651
1652 change_abil (who, op);
1653 }
1654 else
1655 {
1656 who->change_skill (skop);
1657
1658 if (op->type == BOW)
1659 op->flag [FLAG_READY_BOW ] = true;
1660 else
1661 op->flag [FLAG_READY_RANGE] = true;
1662 }
1663
1664 break;
1665
1666 case BUILDER:
1667 if (player *pl = who->contr)
1668 {
1669 who->statusmsg (format ("You ready your %s.", query_name (op)));
1670 //TODO: change_abil?
1671 }
1672 break;
1673
1674 default:
1675 who->statusmsg (format ("You apply %s.", query_name (op)));
1676 }
1677
1678 SET_FLAG (op, FLAG_APPLIED);
1679
1680 if (tmp) who->insert (tmp);
1681
1682 who->update_stats ();
1683
1684 /* We exclude spell casting objects. The fire code will set the
1685 * been applied flag when they are used - until that point,
1686 * you don't know anything about them.
1687 */
1688 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1689 SET_FLAG (op, FLAG_BEEN_APPLIED);
1690
1691 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1692 if (who->type == PLAYER)
1693 {
1694 who->failmsg (
1695 "Oops, it feels deadly cold! "
1696 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1697 );
1698 SET_FLAG (op, FLAG_KNOWN_CURSED);
1699 }
1700
1701 if (object *pl = op->visible_to ())
1702 esrv_send_item (pl, op);
1703
1704 return 0;
1705 }
1706
1707 /**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
1711 int
1712 should_director_abort (object *op, object *victim)
1713 {
1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
1746 return 1;
1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757 }
1758
1759 /**
1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
1763 */
1764 static int
1765 apply_id_altar (object *money, object *altar, object *pl)
1766 {
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
1770 return 0;
1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
1777
1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826 }
1827
1828 /**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832 void
1833 handle_apply_yield (object *tmp)
1834 {
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837 }
1838
1839 /**
1840 * Handles applying a potion.
1841 */
1842 int
1843 apply_potion (object *op, object *tmp)
1844 {
1845 int got_one = 0, i;
1846 object *force = 0;
1847
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
1856 }
1857
1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
1881 return 0;
1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
1887 {
1888 for (i = 0; i < NUM_STATS; i++)
1889 if (depl->stats.stat (i))
1890 op->statusmsg (restore_msg[i]);
1891
1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
1899 return 1;
1900 }
1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1908 {
1909 if (op->contr->levhp[i] != 1)
1910 {
1911 op->contr->levhp[i] = 1;
1912 break;
1913 }
1914
1915 if (op->contr->levsp[i] != 1)
1916 {
1917 op->contr->levsp[i] = 1;
1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
1925 }
1926 }
1927 else
1928 {
1929 if (op->contr->levhp[i] < 9)
1930 {
1931 op->contr->levhp[i] = 9;
1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064 }
2065
2066 /**
2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
2070 *
2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
2074 */
2075 void
2076 move_apply (object *trap, object *victim, object *originator)
2077 {
2078 static int recursion_depth = 0;
2079
2080 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2082 return;
2083
2084 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion.
2086 */
2087 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
2166 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2168 && trap->owner != victim)
2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
2220 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296 }
2297
2298 /**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301 static void
2302 apply_book (object *op, object *tmp)
2303 {
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
2357
2358 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 }
2361
2362 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 }
2365 }
2366
2367 /**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371 static void
2372 scroll_failure (object *op, int failure, int power)
2373 {
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418 }
2419
2420 /**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424 static void
2425 apply_skillscroll (object *op, object *tmp)
2426 {
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446 }
2447
2448 /**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
2452 void
2453 do_learn_spell (object *op, object *spell, int special_prayer)
2454 {
2455 object *tmp;
2456
2457 if (op->type != PLAYER)
2458 {
2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
2461 }
2462
2463 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
2481
2482 esrv_add_spells (op->contr, tmp);
2483 }
2484
2485 /**
2486 * Erases spell from player's inventory.
2487 */
2488 void
2489 do_forget_spell (object *op, const char *spell)
2490 {
2491 object *spob;
2492
2493 if (op->type != PLAYER)
2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
2503
2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507 }
2508
2509 /**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514 static void
2515 apply_spellbook (object *op, object *tmp)
2516 {
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2574 identify (tmp);
2575
2576 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that
2579 * they would have a special prayer mark.
2580 */
2581 if (check_spell_known (op, spell->name))
2582 {
2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2584 return;
2585 }
2586
2587 if (spell->skill)
2588 {
2589 spell_skill = find_skill_by_name (op, spell->skill);
2590
2591 if (!spell_skill)
2592 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2594 return;
2595 }
2596
2597 if (spell_skill->level < spell->level)
2598 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2600 return;
2601 }
2602 }
2603
2604 /* Logic as follows
2605 *
2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2607 *
2608 * 2- The learner's skill level in literacy adjusts the chance to learn
2609 * a spell.
2610 *
2611 * 3 -Automatically fail to learn if you read while confused
2612 *
2613 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t.
2615 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
2617 {
2618 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0);
2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638 }
2639
2640 /**
2641 * Handles applying a spell scroll.
2642 */
2643 void
2644 apply_scroll (object *op, object *tmp, int dir)
2645 {
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687 }
2688
2689 /**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694 static void
2695 apply_treasure (object *op, object *tmp)
2696 {
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735 }
2736
2737 /**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747 static int
2748 dragon_eat_flesh (object *op, object *meal)
2749 {
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
2792 for (i = 0; i < NROFATTACKS; i++)
2793 {
2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2795 {
2796 /* got positive resistance, now calculate improvement chance (0-100) */
2797
2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
2834 }
2835
2836 /* inverse totalchance as until now we have the failure-chance */
2837 totalchance = 100 - totalchance * 100;
2838
2839 /* print message according to totalchance */
2840 const char *buf;
2841 if (totalchance > 50.)
2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
2853 else
2854 buf = format ("The %s had no taste.", &meal->name);
2855
2856 op->statusmsg (buf);
2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2870 }
2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
2884 ));
2885 else
2886 {
2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2888 abil->last_eat = 0;
2889 }
2890 }
2891
2892 return 1;
2893 }
2894
2895 /**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899 static void
2900 apply_food (object *op, object *tmp)
2901 {
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2910 ;
2911 else
2912 {
2913 /* usual case - no dragon meal: */
2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967 }
2968
2969 /**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973 static void
2974 apply_armour_improver (object *op, object *tmp)
2975 {
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002 }
3003
3004 void
3005 apply_poison (object *op, object *tmp)
3006 {
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027 }
3028
3029 /**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038 static object *
3039 auto_apply_lighter (object *who, object *op, object *lighter)
3040 {
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3064 {
3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3080 }
3081
3082 /**
3083 * Designed primarily to light torches/lanterns/etc.
3084 * Also burns up burnable material too. First object in the inventory is
3085 * the selected object to "burn". -b.t.
3086 */
3087 static void
3088 apply_lighter (object *who, object *lighter)
3089 {
3090 object *item;
3091 int is_player_env = 0;
3092
3093 item = find_marked_object (who);
3094 if (item)
3095 {
3096 if (!auto_apply_lighter (who, item, lighter))
3097 return;
3098
3099 /* Perhaps we should split what we are trying to light on fire?
3100 * I can't see many times when you would want to light multiple
3101 * objects at once.
3102 */
3103
3104 save_throw_object (item, AT_FIRE, who);
3105
3106 if (item->destroyed ()
3107 || ((item->type == LAMP || item->type == TORCH)
3108 && item->glow_radius > 0))
3109 who->statusmsg (format (
3110 "You light the %s with the %s.",
3111 &item->name, &lighter->name));
3112 else
3113 who->failmsg (format (
3114 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name));
3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119 }
3120
3121 /**
3122 * This function generates a cursed effect for cursed lamps and torches.
3123 */
3124 static void
3125 player_apply_lamp_cursed_effect (object *who, object *op)
3126 {
3127 if (op->level)
3128 {
3129 who->failmsg (format (
3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3133 }
3134 else
3135 {
3136 who->failmsg (format (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name));
3139 }
3140
3141 op->destroy ();
3142 }
3143
3144 /**
3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150 static void
3151 player_apply_lamp (object *who, object *op)
3152 {
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3156 {
3157 object *lighter = 0;
3158
3159 if (op->flag [FLAG_IS_LIGHTABLE]
3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3163 if (op->stats.food < 1)
3164 {
3165 if (op->type == LAMP)
3166 who->failmsg (format (
3167 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name));
3170 else
3171 who->failmsg (format (
3172 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name));
3175 return;
3176 }
3177
3178 if (op->flag [FLAG_CURSED])
3179 {
3180 player_apply_lamp_cursed_effect (who, op);
3181 return;
3182 }
3183
3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
3201 {
3202 who->statusmsg (format (
3203 "You put out the %s. "
3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3205 &op->name, &op->name));
3206 }
3207 else
3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
3216
3217 apply_lamp (op, switch_on);
3218 }
3219
3220 void get_animation_from_arch (object *op, arch_ptr a)
3221 {
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237 }
3238
3239 /**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245 void apply_lamp (object *op, bool switch_on)
3246 {
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3274 }
3275
3276 /**
3277 * This handles items of type 'transformer'.
3278 * Basically those items, used with a marked item, transform both items into something
3279 * else.
3280 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3281 * Change information is contained in the 'slaying' field of the marked item.
3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
3283 * This way an item can be transformed in many things, and/or many objects.
3284 * The 'slaying' field for transformer is used as verb for the action.
3285 */
3286 static void
3287 apply_item_transformer (object *pl, object *transformer)
3288 {
3289 object *marked;
3290 object *new_item;
3291 const char *find;
3292 char *separator;
3293 int yield;
3294 char got[MAX_BUF];
3295 int len;
3296
3297 if (!pl || !transformer)
3298 return;
3299
3300 marked = find_marked_object (pl);
3301
3302 if (!marked)
3303 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3305 return;
3306 }
3307
3308 if (!marked->slaying)
3309 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3311 return;
3312 }
3313
3314 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3319 return;
3320 }
3321
3322 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */
3324 if (isdigit (*(find)))
3325 {
3326 yield = atoi (find);
3327 if (yield < 1)
3328 {
3329 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3330 yield = 1;
3331 }
3332 }
3333 else
3334 yield = 1;
3335
3336 while (isdigit (*find))
3337 find++;
3338
3339 while (*find == ' ')
3340 find++;
3341
3342 memset (got, 0, MAX_BUF);
3343
3344 if ((separator = (char *) strchr (find, ';')))
3345 len = separator - find;
3346 else
3347 len = strlen (find);
3348
3349 min_it (len, MAX_BUF - 1);
3350
3351 strcpy (got, find);
3352 got[len] = '\0';
3353
3354 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got);
3356 if (!new_item)
3357 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3359 return;
3360 }
3361
3362 new_item->nrof = yield;
3363
3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3365
3366 pl->insert (new_item);
3367 /* Eat up one item */
3368 marked->decrease ();
3369
3370 /* Eat one transformer if needed */
3371 if (transformer->stats.food)
3372 if (--transformer->stats.food == 0)
3373 transformer->decrease ();
3374 }
3375
3376 /**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389 static bool
3390 manual_apply (object *who, object *op, int aflag)
3391 {
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565 }
3566
3567 /**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572 void
3573 player_apply_below (object *pl)
3574 {
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 if (!tmp->invisible && may_attempt [tmp->type])
3584 {
3585 // If it is visible, player can apply it.
3586 pl->apply (tmp);
3587 return;
3588 }
3589
3590 while (top && top->invisible)
3591 top = top->below;
3592
3593 if (!top || top->flag [FLAG_IS_FLOOR])
3594 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3595 "H<There is nothing here that you can apply.>");
3596 else
3597 // next, try to explain the topmost object
3598 switch (top->type)
3599 {
3600 // TODO: all this should move to examine
3601 case ALTAR:
3602 case IDENTIFY_ALTAR:
3603 case CONVERTER:
3604 pl->failmsg (format (
3605 "You see no obvious mechanism on the %s."
3606 "H<You have to drop one or more specific items here.>",
3607 query_short_name (top)
3608 ));
3609 break;
3610
3611 case BUTTON:
3612 pl->failmsg (format (
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 CLEAR_FLAG (op, 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 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, 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 SET_FLAG (tmp, FLAG_UNPAID);
3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3776 identify (tmp);
3777 break;
3778
3779 case TREASURE:
3780 if (QUERY_FLAG (op, 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 (QUERY_FLAG (invtmp, 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 (QUERY_FLAG (tmp, 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 (QUERY_FLAG (head, 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 (QUERY_FLAG (food, 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 (QUERY_FLAG (food, 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(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4087 if (change->name == shstr_monk)
4088 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4089
4090 break;
4091 }
4092 }
4093 }
4094