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Revision: 1.255
Committed: Sun Apr 11 02:12:45 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.254: +15 -9 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 // these must be in the inventory before they can be applied
36
37 static const struct apply_types_inv_only : typeset
38 {
39 apply_types_inv_only ()
40 {
41 set (WEAPON);
42 set (ARMOUR);
43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 }
62 } apply_types_inv_only;
63
64 // these only make sense for the player
65
66 static const struct apply_types_player_only : typeset
67 {
68 apply_types_player_only ()
69 {
70 set (EXIT);
71 set (BOOK);
72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
84 }
85 } apply_types_player_only;
86
87 // applying these _can_ be attempted, others cannot
88 // be applied at all. used by e.g. apply below.
89
90 static const struct apply_types : typeset
91 {
92 apply_types ()
93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
94 {
95 set (T_HANDLE);
96 set (TRIGGER);
97 set (SCROLL);
98 set (POTION);
99 set (CLOSE_CON);
100 set (CONTAINER);
101 set (LAMP);
102 set (TORCH);
103 set (DRINK);
104 set (FOOD);
105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
109 }
110 } apply_types;
111
112 /****************************************************************************
113 * Weapon improvement code follows
114 ****************************************************************************/
115
116 /**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120 static bool
121 check_item_power (object *who, int item_power)
122 {
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129 }
130
131 /**
132 * This returns the sum of nrof of item (arch name).
133 */
134 static int
135 check_item (object *op, shstr_cmp item)
136 {
137 int count = 0;
138
139 if (!item)
140 return 0;
141
142 for (op = op->below; op; op = op->below)
143 if (op->arch->archname == item)
144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
146 count += op->number_of ();
147
148 return count;
149 }
150
151 /**
152 * This removes 'nrof' of what item->slaying says to remove.
153 * op is typically the player, which is only
154 * really used to determine what space to look at.
155 * Modified to only eat 'nrof' of objects.
156 */
157 static void
158 eat_item (object *op, shstr_cmp item, uint32 nrof)
159 {
160 object *prev;
161
162 prev = op;
163 op = op->below;
164
165 while (op)
166 {
167 if (op->arch->archname == item)
168 {
169 if (op->nrof >= nrof)
170 {
171 op->decrease (nrof);
172 return;
173 }
174 else
175 {
176 op->decrease (nrof);
177 nrof -= op->nrof;
178 }
179
180 op = prev;
181 }
182
183 prev = op;
184 op = op->below;
185 }
186 }
187
188 /**
189 * Returns how many items of type improver->slaying there are under op.
190 * Will display a message if none found, and 1 if improver->slaying is NULL.
191 */
192 static int
193 check_sacrifice (object *op, const object *improver)
194 {
195 int count = 0;
196
197 if (improver->slaying)
198 {
199 count = check_item (op, improver->slaying);
200 if (count < 1)
201 {
202 op->failmsgf ("The gods want more %ss", &improver->slaying);
203 return 0;
204 }
205 }
206 else
207 count = 1;
208
209 return count;
210 }
211
212 /**
213 * Actually improves the weapon, and tells user.
214 */
215 static int
216 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
217 {
218 stat += sacrifice_count;
219 weapon->last_eat++;
220 improver->decrease ();
221
222 /* So it updates the players stats and the window */
223 op->update_stats ();
224
225 op->statusmsg (format (
226 "Your sacrifice was accepted.\n"
227 "Weapon's bonus to %s improved by %d.",
228 statname, sacrifice_count
229 ));
230
231 return 1;
232 }
233
234 /* Types of improvements, hidden in the sp field. */
235 #define IMPROVE_PREPARE 1
236 #define IMPROVE_DAMAGE 2
237 #define IMPROVE_WEIGHT 3
238 #define IMPROVE_ENCHANT 4
239 #define IMPROVE_STR 5
240 #define IMPROVE_DEX 6
241 #define IMPROVE_CON 7
242 #define IMPROVE_WIS 8
243 #define IMPROVE_CHA 9
244 #define IMPROVE_INT 10
245 #define IMPROVE_POW 11
246
247 /**
248 * This does the prepare weapon scroll.
249 * Checks for sacrifice, and so on.
250 */
251 static int
252 prepare_weapon (object *op, object *improver, object *weapon)
253 {
254 int sacrifice_count, i;
255 char buf[MAX_BUF];
256
257 if (weapon->level != 0)
258 {
259 op->failmsg ("Weapon is already prepared!");
260 return 0;
261 }
262
263 for (i = 0; i < NROFATTACKS; i++)
264 if (weapon->resist[i])
265 break;
266
267 /* If we break out, i will be less than nrofattacks, preventing
268 * improvement of items that already have protections.
269 */
270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
272 weapon->stats.exp || /* speed */
273 weapon->stats.ac) /* AC - only taifu's I think */
274 {
275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
278 return 0;
279 }
280
281 sacrifice_count = check_sacrifice (op, improver);
282 if (sacrifice_count <= 0)
283 return 0;
284
285 weapon->level = isqrt (sacrifice_count);
286 eat_item (op, improver->slaying, sacrifice_count);
287
288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
293
294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
295 weapon->name = weapon->name_pl = buf;
296 weapon->nrof = 0; /* prevents preparing n weapons in the same
297 slot at once! */
298 improver->decrease ();
299 weapon->last_eat = 0;
300 return 1;
301 }
302
303 /**
304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
305 * This is the new improve weapon code.
306 * Returns 0 if it was not able to work for some reason.
307 *
308 * Checks if weapon was prepared, if enough potions on the floor, ...
309 *
310 * We are hiding extra information about the weapon in the level and
311 * last_eat numbers for an object. Hopefully this won't break anything ??
312 * level == max improve last_eat == current improve
313 */
314 static int
315 improve_weapon (object *op, object *improver, object *weapon)
316 {
317 int sacrifice_count, sacrifice_needed = 0;
318
319 if (improver->stats.sp == IMPROVE_PREPARE)
320 return prepare_weapon (op, improver, weapon);
321
322 if (weapon->level == 0)
323 {
324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
327 return 0;
328 }
329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
332 {
333 op->failmsg ("This weapon cannot be improved any more.");
334 return 0;
335 }
336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
339 {
340 op->failmsg ("Improving the weapon will make it too "
341 "powerful for you to use. Unready it if you "
342 "really want to improve it.");
343 return 0;
344 }
345
346 /* This just increases damage by 5 points, no matter what. No sacrifice
347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
348 * don't put any maximum value on damage - the limit is how much the
349 * weapon can be improved.
350 */
351 if (improver->stats.sp == IMPROVE_DAMAGE)
352 {
353 weapon->stats.dam += 5;
354 weapon->weight += 5000; /* 5 KG's */
355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
356 weapon->last_eat++;
357
358 weapon->item_power++;
359 improver->decrease ();
360 return 1;
361 }
362
363 if (improver->stats.sp == IMPROVE_WEIGHT)
364 {
365 /* Reduce weight by 20% */
366 weapon->weight = (weapon->weight * 8) / 10;
367 if (weapon->weight < 1)
368 weapon->weight = 1;
369
370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
371 weapon->last_eat++;
372 weapon->item_power++;
373 improver->decrease ();
374 return 1;
375 }
376
377 if (improver->stats.sp == IMPROVE_ENCHANT)
378 {
379 weapon->magic++;
380 weapon->last_eat++;
381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
382 improver->decrease ();
383 weapon->item_power++;
384 return 1;
385 }
386
387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
388 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
389
390 if (sacrifice_needed < 1)
391 sacrifice_needed = 1;
392 sacrifice_needed *= 2;
393
394 sacrifice_count = check_sacrifice (op, improver);
395 if (sacrifice_count < sacrifice_needed)
396 {
397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
398 return 0;
399 }
400
401 eat_item (op, improver->slaying, sacrifice_needed);
402 weapon->item_power++;
403
404 switch (improver->stats.sp)
405 {
406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
413 default:
414 op->failmsg ("Unknown improvement type.");
415 }
416
417 LOG (llevError, "improve_weapon: Got to end of function\n");
418 return 0;
419 }
420
421 /**
422 * Handles the applying of improve/prepare/enchant weapon scroll.
423 * Checks a few things (not on a non-magic square, marked weapon, ...),
424 * then calls improve_weapon to do the dirty work.
425 */
426 static int
427 check_improve_weapon (object *op, object *tmp)
428 {
429 if (op->type != PLAYER)
430 return 0;
431
432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
433 {
434 op->failmsg ("Something blocks the magic of the scroll!");
435 return 0;
436 }
437
438 object *otmp = find_marked_object (op);
439
440 if (!otmp)
441 {
442 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
443 return 0;
444 }
445
446 if (otmp->type != WEAPON && otmp->type != BOW)
447 {
448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
455 return 0;
456 }
457
458 op->statusmsg ("Applied weapon builder.");
459
460 improve_weapon (op, tmp, otmp);
461 esrv_send_item (op, otmp);
462 return 1;
463 }
464
465 /**
466 * This code deals with the armour improvment scrolls.
467 * Change limits on improvement - let players go up to
468 * +5 no matter what level, but they are limited by item
469 * power.
470 * Try to use same improvement code as in the common/treasure.c
471 * file, so that if you make a +2 full helm, it will be just
472 * the same as one you find in a shop.
473 *
474 * deprecated comment:
475 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
476 * only 'enchantment' of armour is possible - improving
477 * the stats of a player w/ armour as well as a weapon
478 * will probably horribly unbalance the game. Magic enchanting
479 * depends on the level of the character - ie the plus
480 * value (magic) of the armour can never be increased beyond
481 * the level of the character / 10 -- rounding upish, nor may
482 * the armour value of the piece of equipment exceed either
483 * the users level or 90)
484 * Modified by MSW for partial resistance. Only support
485 * changing of physical area right now.
486 */
487 static int
488 improve_armour (object *op, object *improver, object *armour)
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 object *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 (armour->flag [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 item->clr_flag (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 item->set_flag (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 item->set_flag (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->failmsgf ("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 op->set_flag (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 (tmp->flag [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 (op->flag [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 (op->flag [FLAG_UNPAID] || !op->flag [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 op->clr_flag (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 (!op->flag [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 (op->flag [FLAG_BLIND] && !op->flag [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 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
1084 else
1085 op->flag [FLAG_READY_RANGE] = false;
1086 }
1087
1088 break;
1089
1090 case ARMOUR:
1091 case HELMET:
1092 case SHIELD:
1093 case RING:
1094 case BOOTS:
1095 case GLOVES:
1096 case AMULET:
1097 case GIRDLE:
1098 case BRACERS:
1099 case CLOAK:
1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
1101 change_abil (who, op);
1102 break;
1103
1104 case SPELL:
1105 case BUILDER:
1106 who->statusmsg (format ("You unready %s.", query_name (op)));
1107 break;
1108
1109 //case SKILL_TOOL://TODO
1110 default:
1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
1112 break;
1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
1118
1119 who->update_stats ();
1120
1121 return 1;
1122 }
1123
1124 /**
1125 * Returns the object that is using location 'loc'.
1126 * Note that 'start' is the first object to start examing - we
1127 * then go through the below of this. In this way, you can do
1128 * something like:
1129 * tmp = get_next_item_from_body_location(who->inv, 1);
1130 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1131 * to find the second object that may use this location, etc.
1132 * Returns NULL if no match is found.
1133 * loc is the index into the array we are looking for a match.
1134 * don't return invisible objects unless they are skill objects
1135 * invisible other objects that use
1136 * up body locations can be used as restrictions.
1137 */
1138 static object *
1139 get_next_item_from_body_location (int loc, object *start)
1140 {
1141 for (object *tmp = start; tmp; tmp = tmp->below)
1142 if (tmp->flag [FLAG_APPLIED]
1143 && tmp->slot [loc].info
1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145 return tmp;
1146
1147 return 0;
1148 }
1149
1150 /**
1151 * 'op' wants to apply an object, but can't because of other equipment.
1152 * This should only be called when it is known
1153 * that there are objects to unapply. This makes pretty heavy
1154 * use of get_item_from_body_location. It makes no intelligent choice
1155 * on objects - rather, the first that is matched is used.
1156 * Returns 0 on success, returns 1 if there is some problem.
1157 * if aflags is AP_PRINT, we instead print out waht to unapply
1158 * instead of doing it. This is a lot less code than having
1159 * another function that does just that.
1160 */
1161
1162 #define CANNOT_REMOVE_CURSED \
1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164 "Praying over an altar, scrolls of remove curse/damnation, " \
1165 "priests or even other players might help.>"
1166
1167 static bool
1168 unapply_for_ob (object *who, object *op, int aflags)
1169 {
1170 if (op->is_range ())
1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1174 {
1175 if (aflags & AP_PRINT)
1176 who->failmsg (query_name (tmp));
1177 else
1178 unapply_special (who, tmp, aflags);
1179 }
1180 else
1181 {
1182 /* In this case, we want to try and remove a cursed item.
1183 * While we know it won't work, we want unapply_special to
1184 * at least generate the message.
1185 */
1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1187 return 1;
1188 }
1189
1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 {
1192 /* this used up a slot that we need to free */
1193 if (op->slot[i].info)
1194 {
1195 object *last = who->inv;
1196
1197 /* We do a while loop - may need to remove several items in order
1198 * to free up enough slots.
1199 */
1200 while ((who->slot[i].used + op->slot[i].info) < 0)
1201 {
1202 object *tmp = get_next_item_from_body_location (i, last);
1203
1204 if (!tmp)
1205 {
1206 #if 0
1207 /* Not a bug - we'll get this if the player has cursed items
1208 * equipped.
1209 */
1210 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1211 #endif
1212 return 1;
1213 }
1214
1215 /* If we are just printing, we don't care about cursed status */
1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1217 {
1218 if (aflags & AP_PRINT)
1219 who->failmsg (query_name (tmp));
1220 else
1221 unapply_special (who, tmp, aflags);
1222 }
1223 else
1224 {
1225 /* Cursed item that we can't unequip - tell the player.
1226 * Note this could be annoying if this is just one of a few,
1227 * so it may not be critical (eg, putting on a ring and you have
1228 * one cursed ring.)
1229 */
1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1231 }
1232
1233 last = tmp->below;
1234 }
1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1236 * return in the !tmp would have kicked in.
1237 */
1238 } /* if op is using this body location */
1239 } /* for body lcoations */
1240
1241 return 0;
1242 }
1243
1244 /**
1245 * Checks to see if 'who' can apply object 'op'.
1246 * Returns 0 if apply can be done without anything special.
1247 * Otherwise returns a bitmask - potentially several of these may be
1248 * set, but largely depends on circumstance - in the future, processing
1249 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1250 * is set, do we really care what the other flags may be?)
1251 *
1252 * See include/define.h for detailed description of the meaning of
1253 * these return values.
1254 */
1255 int
1256 can_apply_object (object *who, object *op)
1257 {
1258 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1259 return RESULT_INT (0);
1260
1261 int retval = 0;
1262 object *tmp = 0, *ws = 0;
1263
1264 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1265 {
1266 if (op->slot[i].info)
1267 {
1268 /* Item uses more slots than we have */
1269 if (who->slot[i].info + op->slot [i].info < 0)
1270 {
1271 /* Could return now for efficiency - rest of info below isn't
1272 * really needed.
1273 */
1274 retval |= CAN_APPLY_NEVER;
1275 }
1276 else if (who->slot[i].used + op->slot[i].info < 0)
1277 {
1278 /* in this case, equipping this would use more free spots than
1279 * we have.
1280 */
1281
1282 /* if we have an applied weapon/shield, and unapply it would free
1283 * enough slots to equip the new item, then just set "can
1284 * apply unapply". We don't care about the logic below - if you have a
1285 * shield equipped and try to equip another shield, there is only
1286 * one choice. However, the check for the number of body locations
1287 * does take into the account cases where what is being applied
1288 * may be two handed for example.
1289 */
1290 if (ws)
1291 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1292 {
1293 retval |= CAN_APPLY_UNAPPLY;
1294 continue;
1295 }
1296
1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1298 if (!tmp1)
1299 retval |= CAN_APPLY_NEVER;
1300 else
1301 {
1302 /* need to unapply something. However, if this something
1303 * is different than we had found before, it means they need
1304 * to apply multiple objects
1305 */
1306 retval |= CAN_APPLY_UNAPPLY;
1307
1308 if (!tmp)
1309 tmp = tmp1;
1310 else if (tmp != tmp1)
1311 retval |= CAN_APPLY_UNAPPLY_MULT;
1312
1313 /* This object isn't using up all the slots, so there must
1314 * be another. If so, and it the new item doesn't need all
1315 * the slots, the player then has a choice.
1316 */
1317 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1318 && abs (op->slot[i].info) < who->slot[i].info)
1319 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1320
1321 /* Does unequippint 'tmp1' free up enough slots for this to be
1322 * equipped? If not, there must be something else to unapply.
1323 */
1324 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1325 retval |= CAN_APPLY_UNAPPLY_MULT;
1326 }
1327 } /* if not enough free slots */
1328 } /* if this object uses location i */
1329 } /* for i -> num_body_locations loop */
1330
1331 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1332 * really be controlled by use of body locations. We do have
1333 * the weapon/shield checks, and the range checks for monsters,
1334 * because you can't control those just by body location - bows, shields,
1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
1336 * all use the same location.
1337 */
1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1339 retval |= CAN_APPLY_RESTRICTION;
1340
1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1342 retval |= CAN_APPLY_RESTRICTION;
1343
1344 if (who->type != PLAYER)
1345 {
1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1347 retval |= CAN_APPLY_RESTRICTION;
1348
1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1350 retval |= CAN_APPLY_RESTRICTION;
1351
1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
1353 retval |= CAN_APPLY_RESTRICTION;
1354
1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1356 retval |= CAN_APPLY_RESTRICTION;
1357 }
1358
1359 return retval;
1360 }
1361
1362 /**
1363 * who is the object using the object. It can be a monster.
1364 * op is the object they are using. op is an equipment type item,
1365 * eg, one which you put on and keep on for a while, and not something
1366 * like a potion or scroll.
1367 *
1368 * function returns 1 if the action could not be completed, 0 on
1369 * success. However, success is a matter of meaning - if the
1370 * user passes the 'apply' flag to an object already applied,
1371 * nothing is done, and 0 is returned.
1372 *
1373 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1374 * AP_UNAPPLY=always unapply).
1375 *
1376 * Optional flags:
1377 * AP_NO_MERGE: don't merge an unapplied object with other objects
1378 * AP_IGNORE_CURSE: unapply cursed items
1379 * AP_NO_READY: do not ready skills when applying skill tools
1380 *
1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1382 *
1383 * apply_special() doesn't check for unpaid items.
1384 */
1385
1386 #define LACK_ITEM_POWER \
1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388
1389 static bool
1390 apply_special (object *who, object *op, int aflags)
1391 {
1392 int basic_flag = aflags & AP_MODE;
1393 object *tmp, *tmp2, *skop = NULL;
1394
1395 if (who == NULL)
1396 {
1397 LOG (llevError, "apply_special() from object without environment.\n");
1398 return 1;
1399 }
1400
1401 //TODO: remove these when apply_special is no longer exposed
1402 if (op->env != who)
1403 return 1; /* op is not in inventory */
1404
1405 /* trying to unequip op */
1406 if (op->flag [FLAG_APPLIED])
1407 {
1408 /* always apply, so no reason to unapply */
1409 if (basic_flag == AP_APPLY)
1410 return 0;
1411
1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1413 {
1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1415 return 1;
1416 }
1417
1418 return unapply_special (who, op, aflags);
1419 }
1420 else if (basic_flag == AP_UNAPPLY)
1421 return 0;
1422
1423 splay (op);
1424
1425 /* Can't just apply this object. Lets see what not and what to do */
1426 if (int i = can_apply_object (who, op))
1427 {
1428 if (i & CAN_APPLY_NEVER)
1429 {
1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1431 return 1;
1432 }
1433 else if (i & CAN_APPLY_RESTRICTION)
1434 {
1435 who->failmsgf (
1436 "You have a prohibition against using a %s. "
1437 "H<Your belief, profession or class prevents you from applying this item.>",
1438 query_name (op)
1439 );
1440 return 1;
1441 }
1442
1443 if (who->type != PLAYER)
1444 {
1445 /* Some error, so don't try to equip something more */
1446 if (unapply_for_ob (who, op, aflags))
1447 return 1;
1448 }
1449 else
1450 {
1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1452 {
1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1454 unapply_for_ob (who, op, AP_PRINT);
1455 return 1;
1456 }
1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1458 if (unapply_for_ob (who, op, aflags))
1459 return 1;
1460 }
1461 }
1462
1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1464 {
1465 // try to ready attached skill first
1466 skop = find_skill_by_name (who, op->skill);
1467
1468 if (!skop)
1469 {
1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1471 return 1;
1472 }
1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1474 {
1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
1478 }
1479
1480 if (!check_item_power (who, op->item_power))
1481 {
1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1483 return 1;
1484 }
1485
1486 /* Ok. We are now at the state where we can apply the new object.
1487 * Note that we don't have the checks for can_use_...
1488 * below - that is already taken care of by can_apply_object.
1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1493
1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495 return RESULT_INT (0);
1496
1497 switch (op->type)
1498 {
1499 case WEAPON:
1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1501 {
1502 /* if the weapon does not have the name as the character, can't use it. */
1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1504 who->failmsg ("The weapon does not recognize you as its owner. "
1505 "H<Its name indicates that it belongs to somebody else.>");
1506 if (tmp) who->insert (tmp);
1507 return 1;
1508 }
1509
1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
1513 {
1514 who->statusmsg (format ("You wield %s.", query_name (op)));
1515 change_abil (who, op);
1516 }
1517
1518 op->flag [FLAG_READY_WEAPON] = true;
1519 break;
1520
1521 case ARMOUR:
1522 case HELMET:
1523 case SHIELD:
1524 case BOOTS:
1525 case GLOVES:
1526 case GIRDLE:
1527 case BRACERS:
1528 case CLOAK:
1529 case RING:
1530 case AMULET:
1531 op->set_flag (FLAG_APPLIED);
1532 who->statusmsg (format ("You wear %s.", query_name (op)));
1533 change_abil (who, op);
1534 break;
1535
1536 case SKILL_TOOL:
1537 // applying a skill tool does not ready the skill
1538 // if something needs the skill, it has to ready it itself
1539 //TODO: unapplying should unapply the skill, though
1540 op->set_flag (FLAG_APPLIED);
1541 break;
1542
1543 case SKILL:
1544 if (!(aflags & AP_NO_SLOT))
1545 {
1546 // skill is used on it's own, as opposed to being a chosen_skill
1547
1548 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1549 {
1550 who->failmsgf (
1551 "You feel as if you wanted to do something funny, but you can't remember what. "
1552 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1553 "It cannot be used on its own.>",
1554 &op->skill
1555 );
1556 if (tmp) who->insert (tmp);
1557 return 1;
1558 }
1559
1560 if (skill_flags [op->subtype] & SF_AUTARK
1561 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1562 {
1563 if (skill_flags [op->subtype] & SF_USE)
1564 who->failmsgf (
1565 "You feel as if you wanted to do something funny, but you can't remember what. "
1566 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1567 &op->skill, &op->skill
1568 );
1569 else
1570 who->failmsgf (
1571 "You feel as if you wanted to do something funny, but you can't remember what. "
1572 "H<The %s skill cannot be readied or used, it is always active.>",
1573 &op->skill
1574 );
1575
1576 if (tmp) who->insert (tmp);
1577
1578 return 1;
1579 }
1580
1581 if (who->contr)
1582 if (op->invisible)
1583 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1584 else
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586 }
1587
1588 who->set_flag (FLAG_READY_SKILL);
1589 op->set_flag (FLAG_APPLIED);
1590 change_abil (who, op);
1591 break;
1592
1593 case BOW:
1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1595 {
1596 who->failmsg ("The weapon does not recognize you as its owner. "
1597 "H<Its name indicates that it belongs to somebody else.>");
1598 if (tmp) who->insert (tmp);
1599 return 1;
1600 }
1601
1602 if (player *pl = who->contr)
1603 {
1604 op->flag [FLAG_APPLIED] = true;
1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
1606 change_abil (who, op);
1607 }
1608 break;
1609
1610 case RANGED:
1611 if (player *pl = who->contr)
1612 {
1613 op->flag [FLAG_APPLIED] = true;
1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
1615 }
1616 break;
1617
1618 case SPELL:
1619 if (player *pl = who->contr)
1620 {
1621 op->flag [FLAG_APPLIED] = true;
1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1623 }
1624 break;
1625
1626 /*FALLTHROUGH*/
1627 case WAND:
1628 case ROD:
1629 case HORN:
1630 op->flag [FLAG_APPLIED] = true;
1631
1632 if (player *pl = who->contr)
1633 {
1634 who->statusmsg (format ("You ready %s.", query_name (op)));
1635
1636 if (op->type == BOW)
1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1638
1639 change_abil (who, op);
1640 }
1641 else
1642 {
1643 if (op->type == BOW)
1644 op->flag [FLAG_READY_BOW ] = true;
1645 else
1646 op->flag [FLAG_READY_RANGE] = true;
1647 }
1648
1649 break;
1650
1651 case BUILDER:
1652 if (player *pl = who->contr)
1653 {
1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
1655 //TODO: change_abil?
1656 }
1657 break;
1658
1659 default:
1660 who->statusmsg (format ("You apply %s.", query_name (op)));
1661 }
1662
1663 op->set_flag (FLAG_APPLIED);
1664
1665 if (tmp) who->insert (tmp);
1666
1667 who->update_stats ();
1668
1669 /* We exclude spell casting objects. The fire code will set the
1670 * been applied flag when they are used - until that point,
1671 * you don't know anything about them.
1672 */
1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1674 op->set_flag (FLAG_BEEN_APPLIED);
1675
1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1677 if (who->type == PLAYER)
1678 {
1679 who->failmsg (
1680 "Oops, it feels deadly cold! "
1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1682 );
1683 op->set_flag (FLAG_KNOWN_CURSED);
1684 }
1685
1686 if (object *pl = op->visible_to ())
1687 esrv_send_item (pl, op);
1688
1689 return 0;
1690 }
1691
1692 /**
1693 * Check if op should abort moving victim because of it's race or slaying.
1694 * Returns 1 if it should abort, returns 0 if it should continue.
1695 */
1696 int
1697 should_director_abort (object *op, object *victim)
1698 {
1699 int arch_flag, name_flag, race_flag;
1700
1701 /* Get flags to determine what of arch, name, and race should be checked.
1702 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1703 * the next is the name flag, and the last is the race flag. Also note,
1704 * if subtype is set to zero, that also goes to defaults of all affecting
1705 * it. Examples:
1706 * subtype 1: only arch
1707 * subtype 3: arch or name
1708 * subtype 5: arch or race
1709 * subtype 7: all three
1710 */
1711 if (op->subtype)
1712 {
1713 arch_flag = op->subtype & 1;
1714 name_flag = op->subtype & 2;
1715 race_flag = op->subtype & 4;
1716 }
1717 else
1718 {
1719 arch_flag = 1;
1720 name_flag = 1;
1721 race_flag = 1;
1722 }
1723
1724 /* If the director has race set, only affect objects with a arch,
1725 * name or race that matches.
1726 */
1727 if ((op->race) &&
1728 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1729 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1730 ((!(victim->race && race_flag) || op->race != victim->race)))
1731 return 1;
1732
1733 /* If the director has slaying set, only affect objects where none
1734 * of arch, name, or race match.
1735 */
1736 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737 ((victim->name && name_flag && op->slaying == victim->name)) ||
1738 ((victim->race && race_flag && op->slaying == victim->race)))
1739 return 1;
1740
1741 return 0;
1742 }
1743
1744 /**
1745 * This handles a player dropping money on an altar to identify stuff.
1746 * It'll identify marked item, if none all items up to dropped money.
1747 * Return value: 1 if money was destroyed, 0 if not.
1748 */
1749 static int
1750 apply_id_altar (object *money, object *altar, object *pl)
1751 {
1752 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753
1754 if (!pl || pl->type != PLAYER)
1755 return 0;
1756
1757 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758 * identifying' from being printed out more than it needs to be.
1759 */
1760 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761 return 0;
1762
1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory.
1765 */
1766 if (object *marked = find_marked_object (pl))
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 {
1769 if (operate_altar (altar, &money, pl))
1770 {
1771 identify (marked);
1772
1773 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774 if (marked->msg)
1775 buf << "The item has a story:\r" << marked->msg << "\n\n";
1776
1777 return !money;
1778 }
1779 }
1780
1781 for (object *id = pl->inv; id; id = id->below)
1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 {
1785 if (operate_altar (altar, &money, pl))
1786 {
1787 identify (id);
1788
1789 buf.printf ("You have %s.\r", long_desc (id, pl));
1790 if (id->msg)
1791 buf << "The item has a story:\r" << id->msg << "\n\n";
1792
1793 /* If no more money, might as well quit now */
1794 if (!money || !check_altar_sacrifice (altar, money))
1795 break;
1796 }
1797 else
1798 {
1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
1801 }
1802 }
1803 }
1804
1805 if (buf.empty ())
1806 pl->failmsg ("You have nothing that needs identifying");
1807 else
1808 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809
1810 return !money;
1811 }
1812
1813 /**
1814 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815 * matching item.
1816 **/
1817 void
1818 handle_apply_yield (object *tmp)
1819 {
1820 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1821 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1822 }
1823
1824 /**
1825 * Handles applying a potion.
1826 */
1827 int
1828 apply_potion (object *op, object *tmp)
1829 {
1830 int got_one = 0, i;
1831 object *force = 0;
1832
1833 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834
1835 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 {
1837 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838
1839 tmp->clr_flag (FLAG_APPLIED);
1840 return 0;
1841 }
1842
1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
1868
1869 depl = present_arch_in_ob (at, op);
1870
1871 if (depl)
1872 {
1873 for (i = 0; i < NUM_STATS; i++)
1874 if (depl->stats.stat (i))
1875 op->statusmsg (restore_msg[i]);
1876
1877 depl->destroy ();
1878 op->update_stats ();
1879 }
1880 else
1881 op->statusmsg ("Your potion had no effect.");
1882
1883 tmp->decrease ();
1884 return 1;
1885 }
1886
1887 /* improvement potion - only for players */
1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 {
1890 for (i = 1; i < min (11, op->level); i++)
1891 {
1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 {
1894 if (op->contr->levhp[i] != 1)
1895 {
1896 op->contr->levhp[i] = 1;
1897 break;
1898 }
1899
1900 if (op->contr->levsp[i] != 1)
1901 {
1902 op->contr->levsp[i] = 1;
1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
1910 }
1911 }
1912 else
1913 {
1914 if (op->contr->levhp[i] < 9)
1915 {
1916 op->contr->levhp[i] = 9;
1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049 }
2050
2051 /**
2052 * 'victim' moves onto 'trap'
2053 * 'victim' leaves 'trap'
2054 * effect is determined by move_on/move_off of trap and move_type of victime.
2055 *
2056 * originator: Player, monster or other object that caused 'victim' to move
2057 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2058 * However, some types of traps require an originator to function.
2059 */
2060 void
2061 move_apply (object *trap, object *victim, object *originator)
2062 {
2063 static int recursion_depth = 0;
2064
2065 /* Only exits affect DMs. */
2066 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2067 return;
2068
2069 /* move_apply() is the most likely candidate for causing unwanted and
2070 * possibly unlimited recursion.
2071 */
2072 /* The following was changed because it was causing perfectly correct
2073 * maps to fail. 1) it's not an error to recurse:
2074 * rune detonates, summoning monster. monster lands on nearby rune.
2075 * nearby rune detonates. This sort of recursion is expected and
2076 * proper. This code was causing needless crashes.
2077 */
2078 if (recursion_depth >= 500)
2079 {
2080 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2081 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2082 return;
2083 }
2084
2085 recursion_depth++;
2086 if (trap->head)
2087 trap = trap->head;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 if (victim->speed_left < -50.f)
2108 victim->speed_left = -50.f;
2109 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2110 }
2111 break;
2112
2113 case SPINNER:
2114 if (victim->direction)
2115 {
2116 victim->direction = absdir (victim->direction - trap->stats.sp);
2117 update_turn_face (victim);
2118 }
2119 break;
2120
2121 case DIRECTOR:
2122 if (victim->direction && !should_director_abort (trap, victim))
2123 {
2124 victim->direction = trap->stats.sp;
2125 update_turn_face (victim);
2126 }
2127 break;
2128
2129 case BUTTON:
2130 case PEDESTAL:
2131 case T_MATCH:
2132 update_button (trap, originator);
2133 break;
2134
2135 case ALTAR:
2136 /* sacrifice victim on trap */
2137 apply_altar (trap, victim, originator);
2138 break;
2139
2140 case THROWN_OBJ:
2141 if (trap->inv == NULL)
2142 break;
2143 /* fallthrough */
2144
2145 case ARROW:
2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
2147 * trigger this here and get hit by own missile - and will be own enemy.
2148 * Victim then is his own enemy and will start to kill herself (this is
2149 * removed) but we have not synced victim and his missile. To avoid senseless
2150 * action, we avoid hits here
2151 */
2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 && trap->owner != victim)
2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
2205 {
2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281 }
2282
2283 /**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286 static void
2287 apply_book (object *op, object *tmp)
2288 {
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
2342
2343 if (object *pl = tmp->visible_to ())
2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 }
2346
2347 change_exp (op, exp_gain, skill_ob->skill, 0);
2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 }
2350 }
2351
2352 /**
2353 * op made some mistake with a scroll, this takes care of punishment.
2354 * scroll_failure()- hacked directly from spell_failure
2355 */
2356 static void
2357 scroll_failure (object *op, int failure, int power)
2358 {
2359 if (abs (failure / 4) > power)
2360 power = abs (failure / 4); /* set minimum effect */
2361
2362 if (failure <= -1 && failure > -15)
2363 { /* wonder */
2364 object *tmp;
2365
2366 op->failmsg ("Your spell warps!");
2367 tmp = get_archetype (SPELL_WONDER);
2368 cast_wonder (op, op, 0, tmp);
2369 tmp->destroy ();
2370 }
2371 else if (failure <= -15 && failure > -35)
2372 { /* drain mana */
2373 op->failmsg ("Your mana is drained!");
2374 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375 if (op->stats.sp < 0)
2376 op->stats.sp = 0;
2377 }
2378 else if (settings.spell_failure_effects == TRUE)
2379 {
2380 if (failure <= -35 && failure > -60)
2381 { /* confusion */
2382 op->failmsg ("The magic recoils on you!");
2383 confuse_player (op, op, power);
2384 }
2385 else if (failure <= -60 && failure > -70)
2386 { /* paralysis */
2387 op->failmsg ("The magic recoils and paralyzes you!");
2388 paralyze_player (op, op, power);
2389 }
2390 else if (failure <= -70 && failure > -80)
2391 { /* blind */
2392 op->failmsg ("The magic recoils on you!");
2393 blind_player (op, op, power);
2394 }
2395 else if (failure <= -80)
2396 { /* blast the immediate area */
2397 object *tmp = get_archetype (LOOSE_MANA);
2398 cast_magic_storm (op, tmp, power);
2399 op->failmsg ("You unleash uncontrolled mana!");
2400 tmp->destroy ();
2401 }
2402 }
2403 }
2404
2405 /**
2406 * Handles the applying of a skill scroll, calling learn_skill straight.
2407 * op is the person learning the skill, tmp is the skill scroll object
2408 */
2409 static void
2410 apply_skillscroll (object *op, object *tmp)
2411 {
2412 switch (learn_skill (op, tmp))
2413 {
2414 case 0:
2415 op->play_sound (sound_find ("generic_fail"));
2416 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 break;
2418
2419 case 1:
2420 tmp->decrease ();
2421 op->play_sound (sound_find ("skill_learn"));
2422 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423 break;
2424
2425 default:
2426 tmp->decrease ();
2427 op->play_sound (sound_find ("generic_fail"));
2428 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 break;
2430 }
2431 }
2432
2433 /**
2434 * Actually makes op learn spell.
2435 * Informs player of what happens.
2436 */
2437 void
2438 do_learn_spell (object *op, object *spell, int special_prayer)
2439 {
2440 object *tmp;
2441
2442 if (op->type != PLAYER)
2443 {
2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
2446 }
2447
2448 /* Upgrade special prayers to normal prayers */
2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 {
2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 {
2453 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454 return;
2455 }
2456 return;
2457 }
2458
2459 op->contr->play_sound (sound_find ("learn_spell"));
2460
2461 tmp = spell->clone ();
2462 insert_ob_in_ob (tmp, op);
2463
2464 if (special_prayer)
2465 tmp->set_flag (FLAG_STARTEQUIP);
2466
2467 esrv_add_spells (op->contr, tmp);
2468 }
2469
2470 /**
2471 * Erases spell from player's inventory.
2472 */
2473 void
2474 do_forget_spell (object *op, const char *spell)
2475 {
2476 object *spob;
2477
2478 if (op->type != PLAYER)
2479 {
2480 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481 return;
2482 }
2483 if ((spob = check_spell_known (op, spell)) == NULL)
2484 {
2485 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486 return;
2487 }
2488
2489 op->failmsgf ("You lose knowledge of %s.", spell);
2490 esrv_remove_spell (op->contr, spob);
2491 spob->destroy ();
2492 }
2493
2494 /**
2495 * Handles player applying a spellbook.
2496 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497 * stuff like that. Random learning failure too.
2498 */
2499 static void
2500 apply_spellbook (object *op, object *tmp)
2501 {
2502 object *skop, *spell, *spell_skill;
2503
2504 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 {
2506 op->failmsg ("You are unable to read while blind.");
2507 return;
2508 }
2509
2510 /* artifact_spellbooks have 'slaying' field point to a spell name,
2511 * instead of having their spell stored in stats.sp. These are
2512 * legacy spellbooks
2513 */
2514 if (tmp->slaying)
2515 {
2516 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517
2518 if (!spell)
2519 {
2520 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 return;
2522 }
2523 else
2524 insert_ob_in_ob (spell, tmp);
2525
2526 tmp->slaying = 0;
2527 }
2528
2529 skop = find_skill_by_name (op, tmp->skill);
2530
2531 /* need a literacy skill to learn spells. Also, having a literacy level
2532 * lower than the spell will make learning the spell more difficult */
2533 if (!skop)
2534 {
2535 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 return;
2537 }
2538
2539 spell = tmp->inv;
2540
2541 if (!spell)
2542 {
2543 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545 return;
2546 }
2547
2548 int learn_level = sqrtf (spell->level) * 1.5f;
2549 if (skop->level < learn_level)
2550 {
2551 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2552 &tmp->skill, learn_level);
2553 return;
2554 }
2555
2556 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557
2558 if (!tmp->flag [FLAG_IDENTIFIED])
2559 identify (tmp);
2560
2561 /* I removed the check for special_prayer_mark here - it didn't make
2562 * a lot of sense - special prayers are not found in spellbooks, and
2563 * if the player doesn't know the spell, doesn't make a lot of sense that
2564 * they would have a special prayer mark.
2565 */
2566 if (check_spell_known (op, spell->name))
2567 {
2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2569 return;
2570 }
2571
2572 if (spell->skill)
2573 {
2574 spell_skill = find_skill_by_name (op, spell->skill);
2575
2576 if (!spell_skill)
2577 {
2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 return;
2580 }
2581
2582 if (spell_skill->level < spell->level)
2583 {
2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 return;
2586 }
2587 }
2588
2589 /* Logic as follows
2590 *
2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592 *
2593 * 2- The learner's skill level in literacy adjusts the chance to learn
2594 * a spell.
2595 *
2596 * 3 -Automatically fail to learn if you read while confused
2597 *
2598 * Overall, chances are the same but a player will find having a high
2599 * literacy rate very useful! -b.t.
2600 */
2601 if (op->flag [FLAG_CONFUSED])
2602 {
2603 op->failmsg ("In your confused state you flub the wording of the text!");
2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2605 }
2606 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2608 {
2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610 do_learn_spell (op, spell, 0);
2611
2612 /* xp gain to literacy for spell learning */
2613 if (!tmp->flag [FLAG_STARTEQUIP])
2614 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 }
2616 else
2617 {
2618 op->contr->play_sound (sound_find ("fumble_spell"));
2619 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 }
2621
2622 tmp->decrease ();
2623 }
2624
2625 /**
2626 * Handles applying a spell scroll.
2627 */
2628 void
2629 apply_scroll (object *op, object *tmp, int dir)
2630 {
2631 object *skop;
2632
2633 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 {
2635 op->failmsg ("You are unable to read while blind.");
2636 return;
2637 }
2638
2639 if (!tmp->inv || tmp->inv->type != SPELL)
2640 {
2641 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 return;
2643 }
2644
2645 if (op->type == PLAYER)
2646 {
2647 /* players need a literacy skill to read stuff! */
2648 int exp_gain = 0;
2649
2650 /* hard code literacy - tmp->skill points to where the exp
2651 * should go for anything killed by the spell.
2652 */
2653 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2654
2655 if (!skop)
2656 {
2657 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2658 return;
2659 }
2660
2661 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662 change_exp (op, exp_gain, skop->skill, 0);
2663 }
2664
2665 if (!tmp->flag [FLAG_IDENTIFIED])
2666 identify (tmp);
2667
2668 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669
2670 cast_spell (op, tmp, dir, tmp->inv, NULL);
2671 tmp->decrease ();
2672 }
2673
2674 /**
2675 * Applies a treasure object - by default, chest. op
2676 * is the person doing the applying, tmp is the treasure
2677 * chest.
2678 */
2679 static void
2680 apply_treasure (object *op, object *tmp)
2681 {
2682 /* Nice side effect of this treasure creation method is that the treasure
2683 * for the chest is done when the chest is created, and put into the chest
2684 * inventory. So that when the chest burns up, the items still exist. Also
2685 * prevents people from moving chests to more difficult maps to get better
2686 * treasure
2687 */
2688 object *treas = tmp->inv;
2689
2690 if (!treas)
2691 {
2692 op->statusmsg ("The chest was empty.");
2693 tmp->decrease ();
2694 return;
2695 }
2696
2697 while (tmp->inv)
2698 {
2699 treas = tmp->inv;
2700 treas->remove ();
2701
2702 treas->x = op->x;
2703 treas->y = op->y;
2704 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705
2706 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 spring_trap (treas, op);
2708
2709 /* If either player or container was destroyed, no need to do
2710 * further processing. I think this should be enclused with
2711 * spring trap above, as I don't think there is otherwise
2712 * any way for the treasure chest or player to get killed.
2713 */
2714 if (op->destroyed () || tmp->destroyed ())
2715 break;
2716 }
2717
2718 if (!tmp->destroyed () && !tmp->inv)
2719 tmp->decrease (true);
2720 }
2721
2722 /**
2723 * A dragon is eating some flesh. If the flesh contains resistances,
2724 * there is a chance for the dragon's skin to get improved.
2725 *
2726 * attributes:
2727 * object *op the object (dragon player) eating the flesh
2728 * object *meal the flesh item, getting chewed in dragon's mouth
2729 * return:
2730 * int 1 if eating successful, 0 if it doesn't work
2731 */
2732 static int
2733 dragon_eat_flesh (object *op, object *meal)
2734 {
2735 object *skin = NULL; /* pointer to dragon skin force */
2736 object *abil = NULL; /* pointer to dragon ability force */
2737 object *tmp = NULL; /* tmp. object */
2738
2739 double chance; /* improvement-chance of one resistance type */
2740 double totalchance = 1; /* total chance of gaining one resistance */
2741 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742 double mbonus = 0; /* monster bonus */
2743 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744 int winners = 0; /* number of winners */
2745 int i; /* index */
2746
2747 /* let's make sure and doublecheck the parameters */
2748 if (meal->type != FLESH || !op->is_dragon ())
2749 return 0;
2750
2751 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752 from the player's inventory */
2753 for (tmp = op->inv; tmp; tmp = tmp->below)
2754 if (tmp->type == FORCE)
2755 if (tmp->arch->archname == shstr_dragon_skin_force)
2756 skin = tmp;
2757 else if (tmp->arch->archname == shstr_dragon_ability_force)
2758 abil = tmp;
2759
2760 /* if either skin or ability are missing, this is an old player
2761 which is not to be considered a dragon -> bail out */
2762 if (skin == NULL || abil == NULL)
2763 return 0;
2764
2765 /* now start by filling stomache and health, according to food-value */
2766 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768 else
2769 op->stats.hp += meal->stats.food / 50;
2770
2771 min_it (op->stats.hp, op->stats.maxhp);
2772 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773
2774 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775
2776 /* on to the interesting part: chances for adding resistance */
2777 for (i = 0; i < NROFATTACKS; i++)
2778 {
2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 {
2781 /* got positive resistance, now calculate improvement chance (0-100) */
2782
2783 /* this bonus makes resistance increase easier at lower levels */
2784 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785 if (i == abil->stats.exp)
2786 bonus += 5; /* additional bonus for resistance of ability-focus */
2787
2788 /* monster bonus increases with level, because high-level
2789 flesh is too rare */
2790 mbonus = op->level * 20. / ((double) settings.max_level);
2791
2792 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793 ((double)settings.max_level)) - skin->resist[i];
2794
2795 if (chance >= 0.)
2796 chance += 1.;
2797 else
2798 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799
2800 /* chance is proportional to amount of resistance (max. 50) */
2801 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802
2803 /* doubled chance for resistance of ability-focus */
2804 if (i == abil->stats.exp)
2805 chance = min (100., chance * 2.);
2806
2807 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808 if (rndm (10000) < (unsigned int)(chance * 100))
2809 {
2810 atnr_winner[winners] = i;
2811 winners++;
2812 }
2813
2814 if (chance >= 0.01)
2815 totalchance *= 1 - chance / 100;
2816
2817 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818 }
2819 }
2820
2821 /* inverse totalchance as until now we have the failure-chance */
2822 totalchance = 100 - totalchance * 100;
2823
2824 /* print message according to totalchance */
2825 const char *buf;
2826 if (totalchance > 50.)
2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828 else if (totalchance > 10.)
2829 buf = format ("The %s tasted very good.", &meal->name);
2830 else if (totalchance > 1.)
2831 buf = format ("The %s tasted good.", &meal->name);
2832 else if (totalchance > 0.1)
2833 buf = format ("The %s tasted bland.", &meal->name);
2834 else if (totalchance >= 0.01)
2835 buf = format ("The %s had a boring taste.", &meal->name);
2836 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837 buf = format ("The %s tasted strange.", &meal->name);
2838 else
2839 buf = format ("The %s had no taste.", &meal->name);
2840
2841 op->statusmsg (buf);
2842
2843 /* now choose a winner if we have any */
2844 i = -1;
2845 if (winners > 0)
2846 i = atnr_winner [rndm (winners)];
2847
2848 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
2853
2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855 }
2856
2857 /* if this flesh contains a new ability focus, we mark it
2858 into the ability_force and it will take effect on next level */
2859 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860 {
2861 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862
2863 if (meal->last_eat != abil->stats.exp)
2864 op->statusmsg (format (
2865 "Your metabolism prepares to focus on %s!\n"
2866 "The change will happen at level %d.",
2867 change_resist_msg[meal->last_eat],
2868 abil->level + 1
2869 ));
2870 else
2871 {
2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873 abil->last_eat = 0;
2874 }
2875 }
2876
2877 return 1;
2878 }
2879
2880 /**
2881 * op eats food.
2882 * If player, takes care of messages and dragon special food.
2883 */
2884 static void
2885 apply_food (object *op, object *tmp)
2886 {
2887 int capacity_remaining;
2888
2889 if (op->type != PLAYER)
2890 op->stats.hp = op->stats.maxhp;
2891 else
2892 {
2893 /* check if this is a dragon (player), eating some flesh */
2894 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895 ;
2896 else
2897 {
2898 /* usual case - no dragon meal: */
2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952 }
2953
2954 /**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958 static void
2959 apply_armour_improver (object *op, object *tmp)
2960 {
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = find_marked_object (op);
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991 }
2992
2993 void
2994 apply_poison (object *op, object *tmp)
2995 {
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016 }
3017
3018 /**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027 static object *
3028 auto_apply_lighter (object *who, object *op, object *lighter)
3029 {
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071 }
3072
3073 /**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078 static void
3079 apply_lighter (object *who, object *lighter)
3080 {
3081 object *item;
3082 int is_player_env = 0;
3083
3084 item = find_marked_object (who);
3085 if (item)
3086 {
3087 if (!auto_apply_lighter (who, item, lighter))
3088 return;
3089
3090 /* Perhaps we should split what we are trying to light on fire?
3091 * I can't see many times when you would want to light multiple
3092 * objects at once.
3093 */
3094
3095 save_throw_object (item, AT_FIRE, who);
3096
3097 if (item->destroyed ()
3098 || ((item->type == LAMP || item->type == TORCH)
3099 && item->glow_radius > 0))
3100 who->statusmsg (format (
3101 "You light the %s with the %s.",
3102 &item->name, &lighter->name
3103 ));
3104 else
3105 who->failmsgf (
3106 "You attempt to light the %s with the %s and fail.",
3107 &item->name, &lighter->name
3108 );
3109 }
3110 else
3111 who->failmsg ("You need to mark a lightable object.");
3112 }
3113
3114 /**
3115 * This function generates a cursed effect for cursed lamps and torches.
3116 */
3117 static void
3118 player_apply_lamp_cursed_effect (object *who, object *op)
3119 {
3120 if (op->level)
3121 {
3122 who->failmsgf (
3123 "The %s was cursed, it explodes in a big fireball!",
3124 &op->name
3125 );
3126 create_exploding_ball_at (who, op->level);
3127 }
3128 else
3129 {
3130 who->failmsgf (
3131 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3132 &op->name
3133 );
3134 }
3135
3136 op->destroy ();
3137 }
3138
3139 /**
3140 * Apply for players and lamps
3141 *
3142 * who - the player
3143 * op - the lamp
3144 */
3145 static void
3146 player_apply_lamp (object *who, object *op)
3147 {
3148 bool switch_on = op->glow_radius ? false : true;
3149
3150 if (switch_on)
3151 {
3152 object *lighter = 0;
3153
3154 if (op->flag [FLAG_IS_LIGHTABLE]
3155 && !(lighter = auto_apply_lighter (who, op, 0)))
3156 return;
3157
3158 if (op->stats.food < 1)
3159 {
3160 if (op->type == LAMP)
3161 who->failmsgf (
3162 "The %s is out of fuel! "
3163 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3164 &op->name
3165 );
3166 else
3167 who->failmsgf (
3168 "The %s is burnt out! "
3169 "H<Torches and similar items burn out and become worthless.>",
3170 &op->name
3171 );
3172 return;
3173 }
3174
3175 if (op->flag [FLAG_CURSED])
3176 {
3177 player_apply_lamp_cursed_effect (who, op);
3178 return;
3179 }
3180
3181 if (lighter)
3182 who->statusmsg (format (
3183 "You light up the %s with the %s.", &op->name, &lighter->name));
3184 else
3185 who->statusmsg (format ("You light up the %s.", &op->name));
3186 }
3187 else
3188 {
3189 if (op->flag [FLAG_CURSED])
3190 {
3191 player_apply_lamp_cursed_effect (who, op);
3192 return;
3193 }
3194
3195 if (op->type == TORCH)
3196 {
3197 if (!op->flag [FLAG_IS_LIGHTABLE])
3198 {
3199 who->statusmsg (format (
3200 "You put out the %s. "
3201 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3202 &op->name, &op->name));
3203 }
3204 else
3205 who->statusmsg (format (
3206 "You put out the %s."
3207 "H<Torches wear out if you put them out.>",
3208 &op->name));
3209 }
3210 else
3211 who->statusmsg (format ("You turn off the %s.", &op->name));
3212 }
3213
3214 apply_lamp (op, switch_on);
3215 }
3216
3217 void get_animation_from_arch (object *op, arch_ptr a)
3218 {
3219 op->animation_id = a->animation_id;
3220 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3221 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3222 op->anim_speed = a->anim_speed;
3223 op->last_anim = 0;
3224 op->state = 0;
3225 op->face = a->face;
3226
3227 if (NUM_ANIMATIONS(op) > 1)
3228 {
3229 SET_ANIMATION(op, 0);
3230 animate_object (op, op->direction);
3231 }
3232 else
3233 update_object (op, UP_OBJ_FACE);
3234 }
3235
3236 /**
3237 * Apply for LAMPs and TORCHes.
3238 *
3239 * op - the lamp
3240 * switch_on - a flag which says whether the lamp should be switched on or off
3241 */
3242 void apply_lamp (object *op, bool switch_on)
3243 {
3244 op->set_glow_radius (switch_on ? op->range : 0);
3245 op->set_speed (switch_on ? op->arch->speed : 0);
3246
3247 // torches wear out if you put them out
3248 if (op->type == TORCH && !switch_on)
3249 {
3250 if (op->flag [FLAG_IS_LIGHTABLE])
3251 {
3252 op->stats.food -= (double) op->arch->stats.food / 15;
3253 if (op->stats.food < 0)
3254 op->stats.food = 0;
3255 }
3256 else
3257 op->stats.food = 0;
3258 }
3259
3260 // lamps and torched get worthless when used up
3261 if (op->stats.food <= 0)
3262 op->value = 0;
3263
3264 // FIXME: This is a hack to make the more sane torches and lamps
3265 // still animated ;-/
3266 if (op->other_arch)
3267 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3268
3269 if (object *pl = op->visible_to ())
3270 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3271 }
3272
3273 /**
3274 * This handles items of type 'transformer'.
3275 * Basically those items, used with a marked item, transform both items into something
3276 * else.
3277 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3278 * Change information is contained in the 'slaying' field of the marked item.
3279 * The format is as follow: transformer:[number ]yield[;transformer:...].
3280 * This way an item can be transformed in many things, and/or many objects.
3281 * The 'slaying' field for transformer is used as verb for the action.
3282 */
3283 static void
3284 apply_item_transformer (object *pl, object *transformer)
3285 {
3286 object *marked;
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 marked = find_marked_object (pl);
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371 }
3372
3373 /**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386 static bool
3387 manual_apply (object *who, object *op, int aflag)
3388 {
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 char buf[MAX_BUF];
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562 }
3563
3564 /**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569 void
3570 player_apply_below (object *pl)
3571 {
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3584 return;
3585 }
3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3596 {
3597 // TODO: all this should move to examine
3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 );
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623 }
3624
3625 // saner interface, returns successful status
3626 bool
3627 object::apply (object *ob, int aflags)
3628 {
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3635 {
3636 /* player is flying and applying object not in inventory */
3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638 {
3639 failmsg ("But you are floating high above the ground! "
3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
3643 }
3644 }
3645
3646 contr->last_used = ob;
3647 }
3648
3649 bool want_apply =
3650 aflags & AP_APPLY ? true
3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3731 }
3732
3733 /**
3734 * Map was just loaded, handle op's initialisation.
3735 *
3736 * Generates shop floor's item, and treasures.
3737 */
3738 int
3739 auto_apply (object *op)
3740 {
3741 object *tmp = NULL, *tmp2;
3742 int i;
3743
3744 op->clr_flag (FLAG_AUTO_APPLY);
3745
3746 switch (op->type)
3747 {
3748 case SHOP_FLOOR:
3749 if (!op->has_random_items ())
3750 return 0;
3751
3752 do
3753 {
3754 i = 10; /* let's give it 10 tries */
3755 while ((tmp = generate_treasure (op->randomitems,
3756 op->stats.exp
3757 ? (int) op->stats.exp
3758 : max (op->map->difficulty, 5)))
3759 == NULL && --i);
3760
3761 if (tmp == NULL)
3762 return 0;
3763
3764 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3765 {
3766 tmp->destroy ();
3767 tmp = NULL;
3768 }
3769 }
3770 while (!tmp);
3771
3772 tmp->x = op->x;
3773 tmp->y = op->y;
3774 tmp->set_flag (FLAG_UNPAID);
3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3776 identify (tmp);
3777 break;
3778
3779 case TREASURE:
3780 if (op->flag [FLAG_IS_A_TEMPLATE])
3781 return 0;
3782
3783 while (op->stats.hp-- > 0)
3784 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3785 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3786
3787 /* If we generated an object and put it in this object inventory,
3788 * move it to the parent object as the current object is about
3789 * to disappear. An example of this item is the random_* stuff
3790 * that is put inside other objects.
3791 */
3792 if (op->env)
3793 while (op->inv)
3794 op->env->insert (op->inv);
3795
3796 op->destroy ();
3797 break;
3798 }
3799
3800 return !!tmp;
3801 }
3802
3803 /**
3804 * fix_auto_apply goes through the entire map every time a map
3805 * is loaded or swapped in and performs special actions for
3806 * certain objects (most initialization of chests and creation of
3807 * treasures and stuff). Calls auto_apply if appropriate.
3808 */
3809 void
3810 maptile::fix_auto_apply ()
3811 {
3812 if (!spaces)
3813 return;
3814
3815 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (object *tmp = ms->bot; tmp; )
3817 {
3818 object *above = tmp->above;
3819
3820 if (tmp->inv)
3821 {
3822 object *invtmp, *invnext;
3823
3824 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3825 {
3826 invnext = invtmp->below;
3827
3828 if (invtmp->flag [FLAG_AUTO_APPLY])
3829 auto_apply (invtmp);
3830 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3831 {
3832 while (invtmp->stats.hp-- > 0)
3833 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3834
3835 invtmp->randomitems = NULL;
3836 }
3837 else if (invtmp && invtmp->arch
3838 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3839 {
3840 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3841 /* Need to clear this so that we never try to create
3842 * treasure again for this object
3843 */
3844 invtmp->randomitems = NULL;
3845 }
3846 }
3847
3848 /* This is really temporary - the code at the bottom will
3849 * also set randomitems to null. The problem is there are bunches
3850 * of maps/players already out there with items that have spells
3851 * which haven't had the randomitems set to null yet.
3852 * MSW 2004-05-13
3853 *
3854 * And if it's a spellbook, it's better to set randomitems to NULL too,
3855 * else you get two spells in the book ^_-
3856 * Ryo 2004-08-16
3857 */
3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3860 tmp->randomitems = NULL;
3861 }
3862
3863 if (tmp->flag [FLAG_AUTO_APPLY])
3864 auto_apply (tmp);
3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3866 {
3867 while ((tmp->stats.hp--) > 0)
3868 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3869 tmp->randomitems = NULL;
3870 }
3871 else if (tmp->type == TIMED_GATE)
3872 {
3873 object *head = tmp->head != NULL ? tmp->head : tmp;
3874
3875 if (head->flag [FLAG_IS_LINKED])
3876 tmp->set_speed (0);
3877 }
3878 /* This function can be called everytime a map is loaded, even when
3879 * swapping back in. As such, we don't want to create the treasure
3880 * over and ove again, so after we generate the treasure, blank out
3881 * randomitems so if it is swapped in again, it won't make anything.
3882 * This is a problem for the above objects, because they have counters
3883 * which say how many times to make the treasure.
3884 */
3885 else if (tmp && tmp->arch && tmp->type != PLAYER
3886 && tmp->type != TREASURE && tmp->type != SPELL
3887 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3888 {
3889 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3890 tmp->randomitems = NULL;
3891 }
3892
3893 // close all containers
3894 else if (tmp->type == CONTAINER)
3895 tmp->flag [FLAG_APPLIED] = 0;
3896
3897 tmp = above;
3898 }
3899
3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3903 check_trigger (tmp, tmp->above, tmp->above);
3904 }
3905
3906 /**
3907 * Handles player eating food that temporarily changes status (resistances, stats).
3908 * This used to call cast_change_attr(), but
3909 * that doesn't work with the new spell code. Since we know what
3910 * the food changes, just grab a force and use that instead.
3911 */
3912 void
3913 eat_special_food (object *who, object *food)
3914 {
3915 object *force;
3916 int i, did_one = 0;
3917
3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3921
3922 /* bigger morsel of food = longer effect time */
3923 int duration = TIME2TICK (food->stats.food);
3924
3925 if (force = who->force_find (key))
3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
3935 return;
3936 }
3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
3948 }
3949
3950 /* check if we can protect the eater */
3951 for (i = 0; i < NROFATTACKS; i++)
3952 {
3953 if (food->resist[i] > 0)
3954 {
3955 force->resist[i] = food->resist[i];
3956 did_one = 1;
3957 }
3958 }
3959
3960 if (did_one)
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3968 force->destroy ();
3969 }
3970
3971 /* check for hp, sp change */
3972 if (food->stats.hp != 0)
3973 {
3974 if (food->flag [FLAG_CURSED])
3975 {
3976 who->contr->killer = food;
3977 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3978 who->failmsg ("Eck!...that was poisonous!");
3979 }
3980 else
3981 {
3982 if (food->stats.hp > 0)
3983 who->statusmsg ("You begin to feel better.");
3984 else
3985 who->failmsg ("Eck!...that was poisonous!");
3986
3987 who->stats.hp += food->stats.hp;
3988 }
3989 }
3990
3991 if (food->stats.sp != 0)
3992 {
3993 if (food->flag [FLAG_CURSED])
3994 {
3995 who->failmsg ("You are drained of mana!");
3996 who->stats.sp -= food->stats.sp;
3997 if (who->stats.sp < 0)
3998 who->stats.sp = 0;
3999 }
4000 else
4001 {
4002 who->statusmsg ("You feel a rush of magical energy!");
4003 who->stats.sp += food->stats.sp;
4004 /* place limit on max sp from food? */
4005 }
4006 }
4007
4008 who->update_stats ();
4009 }
4010
4011 void
4012 apply_changes_to_player (object *pl, object *change)
4013 {
4014 int excess_stat = 0; /* if the stat goes over the maximum
4015 for the race, put the excess stat some
4016 where else. */
4017
4018 switch (change->type)
4019 {
4020 case CLASS:
4021 {
4022 living *stats = &(pl->contr->orig_stats);
4023 living *ns = &(change->stats);
4024 object *walk;
4025 int flag_change_face = 1;
4026
4027 /* the following code assigns stats up to the stat max
4028 * for the race, and if the stat max is exceeded,
4029 * tries to randomly reassign the excess stat
4030 */
4031 int i, j;
4032
4033 for (i = 0; i < NUM_STATS; i++)
4034 {
4035 int race_bonus = pl->arch->stats.stat (i);
4036 sint8 stat = stats->stat (i) + ns->stat (i);
4037
4038 if (stat > 20 + race_bonus)
4039 {
4040 excess_stat++;
4041 stat = 20 + race_bonus;
4042 }
4043
4044 stats->stat (i) = stat;
4045 }
4046
4047 for (j = 0; excess_stat > 0 && j < 100; j++)
4048 { /* try 100 times to assign excess stats */
4049 int i = rndm (0, 6);
4050
4051 if (i == CHA)
4052 continue; /* exclude cha from this */
4053
4054 int stat = stats->stat (i);
4055 int race_bonus = pl->arch->stats.stat (i);
4056 if (stat < 20 + race_bonus)
4057 {
4058 change_attr_value (stats, i, 1);
4059 excess_stat--;
4060 }
4061 }
4062
4063 /* insert the randomitems from the change's treasurelist into
4064 * the player ref: player.c
4065 */
4066 if (change->randomitems)
4067 give_initial_items (pl, change->randomitems);
4068
4069 /* set up the face, for some races. */
4070
4071 /* first, look for the force object banning
4072 * changing the face. Certain races never change face with class.
4073 */
4074 for (walk = pl->inv; walk; walk = walk->below)
4075 if (walk->name == shstr_NOCLASSFACECHANGE)
4076 flag_change_face = 0;
4077
4078 if (flag_change_face)
4079 {
4080 pl->face = change->face;
4081 pl->animation_id = change->animation_id;
4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4083 }
4084
4085 /* check the special case of can't use weapons */
4086 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4087 if (change->name == shstr_monk)
4088 pl->clr_flag (FLAG_USE_WEAPON);
4089
4090 break;
4091 }
4092 }
4093 }
4094