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Revision: 1.265
Committed: Tue May 18 01:45:16 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.264: +36 -45 lines
Log Message:
check skill suitability much earlier, to avoid clearing the skill in use

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 // these must be in the inventory before they can be applied
36
37 static const struct apply_types_inv_only : typeset
38 {
39 apply_types_inv_only ()
40 {
41 set (WEAPON);
42 set (ARMOUR);
43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 }
62 } apply_types_inv_only;
63
64 // these only make sense for the player
65
66 static const struct apply_types_player_only : typeset
67 {
68 apply_types_player_only ()
69 {
70 set (TRANSPORT);
71 set (EXIT);
72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
85 }
86 } apply_types_player_only;
87
88 // applying these _can_ be attempted, others cannot
89 // be applied at all. used by e.g. apply below.
90
91 static const struct apply_types : typeset
92 {
93 apply_types ()
94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
95 {
96 set (T_HANDLE);
97 set (TRIGGER);
98 set (SCROLL);
99 set (POTION);
100 set (CLOSE_CON);
101 set (CONTAINER);
102 set (LAMP);
103 set (TORCH);
104 set (DRINK);
105 set (FOOD);
106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
110 }
111 } apply_types;
112
113 /****************************************************************************
114 * Weapon improvement code follows
115 ****************************************************************************/
116
117 /**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121 static bool
122 check_item_power (object *who, int item_power)
123 {
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130 }
131
132 /**
133 * This returns the sum of nrof of item (arch name).
134 */
135 static int
136 check_item (object *op, shstr_cmp item)
137 {
138 int count = 0;
139
140 if (!item)
141 return 0;
142
143 for (op = op->below; op; op = op->below)
144 if (op->arch->archname == item)
145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
147 count += op->number_of ();
148
149 return count;
150 }
151
152 /**
153 * This removes 'nrof' of what item->slaying says to remove.
154 * op is typically the player, which is only
155 * really used to determine what space to look at.
156 * Modified to only eat 'nrof' of objects.
157 */
158 static void
159 eat_item (object *op, shstr_cmp item, uint32 nrof)
160 {
161 object *prev;
162
163 prev = op;
164 op = op->below;
165
166 while (op)
167 {
168 if (op->arch->archname == item)
169 {
170 if (op->nrof >= nrof)
171 {
172 op->decrease (nrof);
173 return;
174 }
175 else
176 {
177 op->decrease (nrof);
178 nrof -= op->nrof;
179 }
180
181 op = prev;
182 }
183
184 prev = op;
185 op = op->below;
186 }
187 }
188
189 /**
190 * Returns how many items of type improver->slaying there are under op.
191 * Will display a message if none found, and 1 if improver->slaying is NULL.
192 */
193 static int
194 check_sacrifice (object *op, const object *improver)
195 {
196 int count = 0;
197
198 if (improver->slaying)
199 {
200 count = check_item (op, improver->slaying);
201 if (count < 1)
202 {
203 op->failmsgf ("The gods want more %ss", &improver->slaying);
204 return 0;
205 }
206 }
207 else
208 count = 1;
209
210 return count;
211 }
212
213 /**
214 * Actually improves the weapon, and tells user.
215 */
216 static int
217 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
218 {
219 stat += sacrifice_count;
220 weapon->last_eat++;
221 improver->decrease ();
222
223 /* So it updates the players stats and the window */
224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
232 return 1;
233 }
234
235 /* Types of improvements, hidden in the sp field. */
236 #define IMPROVE_PREPARE 1
237 #define IMPROVE_DAMAGE 2
238 #define IMPROVE_WEIGHT 3
239 #define IMPROVE_ENCHANT 4
240 #define IMPROVE_STR 5
241 #define IMPROVE_DEX 6
242 #define IMPROVE_CON 7
243 #define IMPROVE_WIS 8
244 #define IMPROVE_CHA 9
245 #define IMPROVE_INT 10
246 #define IMPROVE_POW 11
247
248 /**
249 * This does the prepare weapon scroll.
250 * Checks for sacrifice, and so on.
251 */
252 static int
253 prepare_weapon (object *op, object *improver, object *weapon)
254 {
255 int sacrifice_count, i;
256
257 if (weapon->level != 0)
258 {
259 op->failmsg ("Weapon is already prepared!");
260 return 0;
261 }
262
263 for (i = 0; i < NROFATTACKS; i++)
264 if (weapon->resist[i])
265 break;
266
267 /* If we break out, i will be less than nrofattacks, preventing
268 * improvement of items that already have protections.
269 */
270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
272 weapon->stats.exp || /* speed */
273 weapon->stats.ac) /* AC - only taifu's I think */
274 {
275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
278 return 0;
279 }
280
281 sacrifice_count = check_sacrifice (op, improver);
282 if (sacrifice_count <= 0)
283 return 0;
284
285 weapon->level = isqrt (sacrifice_count);
286 eat_item (op, improver->slaying, sacrifice_count);
287
288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
293
294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
295 weapon->nrof = 0; /* prevents preparing n weapons in the same
296 slot at once! */
297 improver->decrease ();
298 weapon->last_eat = 0;
299 return 1;
300 }
301
302 /**
303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
304 * This is the new improve weapon code.
305 * Returns 0 if it was not able to work for some reason.
306 *
307 * Checks if weapon was prepared, if enough potions on the floor, ...
308 *
309 * We are hiding extra information about the weapon in the level and
310 * last_eat numbers for an object. Hopefully this won't break anything ??
311 * level == max improve last_eat == current improve
312 */
313 static int
314 improve_weapon (object *op, object *improver, object *weapon)
315 {
316 int sacrifice_count, sacrifice_needed = 0;
317
318 if (improver->stats.sp == IMPROVE_PREPARE)
319 return prepare_weapon (op, improver, weapon);
320
321 if (weapon->level == 0)
322 {
323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
326 return 0;
327 }
328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
331 {
332 op->failmsg ("This weapon cannot be improved any more.");
333 return 0;
334 }
335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
338 {
339 op->failmsg ("Improving the weapon will make it too "
340 "powerful for you to use. Unready it if you "
341 "really want to improve it.");
342 return 0;
343 }
344
345 /* This just increases damage by 5 points, no matter what. No sacrifice
346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
347 * don't put any maximum value on damage - the limit is how much the
348 * weapon can be improved.
349 */
350 if (improver->stats.sp == IMPROVE_DAMAGE)
351 {
352 weapon->stats.dam += 5;
353 weapon->weight += 5000; /* 5 KG's */
354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
355 weapon->last_eat++;
356
357 weapon->item_power++;
358 improver->decrease ();
359 return 1;
360 }
361
362 if (improver->stats.sp == IMPROVE_WEIGHT)
363 {
364 /* Reduce weight by 20% */
365 weapon->weight = (weapon->weight * 8) / 10;
366 if (weapon->weight < 1)
367 weapon->weight = 1;
368
369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
370 weapon->last_eat++;
371 weapon->item_power++;
372 improver->decrease ();
373 return 1;
374 }
375
376 if (improver->stats.sp == IMPROVE_ENCHANT)
377 {
378 weapon->magic++;
379 weapon->last_eat++;
380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
381 improver->decrease ();
382 weapon->item_power++;
383 return 1;
384 }
385
386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
387 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
388
389 if (sacrifice_needed < 1)
390 sacrifice_needed = 1;
391 sacrifice_needed *= 2;
392
393 sacrifice_count = check_sacrifice (op, improver);
394 if (sacrifice_count < sacrifice_needed)
395 {
396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
397 return 0;
398 }
399
400 eat_item (op, improver->slaying, sacrifice_needed);
401 weapon->item_power++;
402
403 switch (improver->stats.sp)
404 {
405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
412 default:
413 op->failmsg ("Unknown improvement type.");
414 }
415
416 LOG (llevError, "improve_weapon: Got to end of function\n");
417 return 0;
418 }
419
420 /**
421 * Handles the applying of improve/prepare/enchant weapon scroll.
422 * Checks a few things (not on a non-magic square, marked weapon, ...),
423 * then calls improve_weapon to do the dirty work.
424 */
425 static int
426 check_improve_weapon (object *op, object *tmp)
427 {
428 if (op->type != PLAYER)
429 return 0;
430
431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
432 {
433 op->failmsg ("Something blocks the magic of the scroll!");
434 return 0;
435 }
436
437 object *otmp = op->mark ();
438
439 if (!otmp)
440 {
441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
442 return 0;
443 }
444
445 if (otmp->type != WEAPON && otmp->type != BOW)
446 {
447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
459 improve_weapon (op, tmp, otmp);
460 esrv_send_item (op, otmp);
461 return 1;
462 }
463
464 /**
465 * This code deals with the armour improvment scrolls.
466 * Change limits on improvement - let players go up to
467 * +5 no matter what level, but they are limited by item
468 * power.
469 * Try to use same improvement code as in the common/treasure.c
470 * file, so that if you make a +2 full helm, it will be just
471 * the same as one you find in a shop.
472 *
473 * deprecated comment:
474 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
475 * only 'enchantment' of armour is possible - improving
476 * the stats of a player w/ armour as well as a weapon
477 * will probably horribly unbalance the game. Magic enchanting
478 * depends on the level of the character - ie the plus
479 * value (magic) of the armour can never be increased beyond
480 * the level of the character / 10 -- rounding upish, nor may
481 * the armour value of the piece of equipment exceed either
482 * the users level or 90)
483 * Modified by MSW for partial resistance. Only support
484 * changing of physical area right now.
485 */
486 static int
487 improve_armour (object *op, object *improver, object *armour)
488 {
489 if (armour->magic >= settings.armor_max_enchant)
490 {
491 op->failmsg ("This armour can not be enchanted any further!");
492 return 0;
493 }
494
495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
496 * etc), so take the easy way out and don't worry about it.
497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
498 * of gnarg and what not?)
499 */
500 if (armour->title)
501 {
502 op->failmsg ("This armour will not accept further enchantment.");
503 return 0;
504 }
505
506 /* Split objects if needed. Can't insert tmp until the
507 * end of this function - otherwise it will just re-merge.
508 */
509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
510
511 armour->magic++;
512
513 if (!settings.armor_speed_linear)
514 {
515 int base = 100;
516 int pow = 0;
517
518 while (pow < armour->magic)
519 {
520 base = base - (base * settings.armor_speed_improvement) / 100;
521 pow++;
522 }
523
524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
525 }
526 else
527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
528
529 if (!settings.armor_weight_linear)
530 {
531 int base = 100;
532 int pow = 0;
533
534 while (pow < armour->magic)
535 {
536 base = base - (base * settings.armor_weight_reduction) / 100;
537 pow++;
538 }
539
540 armour->weight = (armour->arch->weight * base) / 100;
541 }
542 else
543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
544
545 if (armour->weight <= 0)
546 {
547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
548 armour->weight = 1;
549 }
550
551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
552
553 if (op->type == PLAYER)
554 {
555 esrv_send_item (op, armour);
556
557 if (armour->flag [FLAG_APPLIED])
558 op->update_stats ();
559 }
560
561 improver->decrease ();
562
563 if (tmp)
564 op->insert (tmp);
565
566 return 1;
567 }
568
569 /*
570 * convert_item() returns 1 if anything was converted, 0 if the item was not
571 * what the converter wants, -1 if the converter is broken.
572 *
573 * Takes one type of items and makes another.
574 * converter is the object that is doing the conversion.
575 * item is the object that triggered the converter - if it is not
576 * what the converter wants, this will not do anything.
577 */
578 int
579 convert_item (object *item, object *converter)
580 {
581 sint64 nr = 0, price_in;
582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
590
591 /* We make some assumptions - we assume if it takes money as it type,
592 * it wants some amount. We don't make change (ie, if something costs
593 * 3 gp and player drops a platinum, tough luck)
594 */
595 if (conv_from == shstr_money)
596 {
597 if (item->type != MONEY)
598 return 0;
599
600 nr = sint64 (item->nrof) * item->value / need;
601 if (!nr)
602 return 0;
603
604 converter->play_sound (sound_find ("shop_buy"));
605
606 sint64 cost = (nr * need + item->value - 1) / item->value;
607
608 item->decrease (cost);
609
610 price_in = cost * item->value;
611 }
612 else
613 {
614 if (item->type == PLAYER
615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
617 return 0;
618
619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
622 {
623 nr = sint64 (item->nrof) / need;
624 item->decrease (nr * need);
625 price_in = nr * need * item->value;
626 }
627 else
628 {
629 price_in = item->value;
630 item->destroy ();
631 }
632 }
633
634 if (converter->inv)
635 {
636 object *ob;
637 int i;
638 object *ob_to_copy;
639
640 /* select random object from inventory to copy */
641 ob_to_copy = converter->inv;
642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
643 if (rndm (0, i) == 0)
644 ob_to_copy = ob;
645
646 item = ob_to_copy->deep_clone ();
647 item->clr_flag (FLAG_IS_A_TEMPLATE);
648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
649 }
650 else
651 {
652 if (!conv_to)
653 {
654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
655 &converter->name, &converter->map->path, converter->x, converter->y);
656 return -1;
657 }
658
659 item = object_create_arch (conv_to);
660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
661 }
662
663 if (give)
664 item->nrof = give;
665
666 if (nr)
667 item->nrof *= nr;
668
669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
680 else if (price_in < sint64 (item->nrof) * item->value)
681 {
682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
684 /**
685 * elmex: we are going to let the game continue, as the mapcreator
686 * hopefully had something in mind when doing this.
687 */
688 }
689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
696 return 1;
697 }
698
699 /**
700 * Handle apply on containers.
701 * By Eneq(@csd.uu.se).
702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
703 * added the alchemical cauldron to the code -b.t.
704 */
705 static int
706 apply_container (object *op, object *sack)
707 {
708 if (op->type != PLAYER || !op->contr->ns)
709 return 0; /* This might change */
710
711 if (!sack || sack->type != CONTAINER)
712 {
713 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
714 return 0;
715 }
716
717 op->contr->last_used = 0;
718
719 if (sack->env && sack->env != op)
720 {
721 op->failmsg ("You must put it onto the floor or into your inventory first.");
722 return 1;
723 }
724
725 // already applied == open on ground, or open in inv, or active in inv
726 if (sack->flag [FLAG_APPLIED])
727 {
728 if (op->container_ () == sack)
729 {
730 // open on ground or inv, so close
731 op->close_container ();
732 return 1;
733 }
734 else if (!sack->env)
735 {
736 // active on floor, but not ours: some other player has opened it
737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
740 return 1;
741 }
742 }
743
744 // it's locked?
745 if (sack->slaying)
746 {
747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
761 {
762 // it is in our env, so activate it, do not open yet
763 op->close_container ();
764 sack->flag [FLAG_APPLIED] = true;
765 esrv_update_item (UPD_FLAGS, op, sack);
766 op->statusmsg (format ("You ready %s.", query_name (sack)));
767 }
768 else
769 op->open_container (sack);
770
771 return 1;
772 }
773
774 /**
775 * Handles dropping things on altar.
776 * Returns true if sacrifice was accepted.
777 */
778 static int
779 apply_altar (object *altar, object *sacrifice, object *originator)
780 {
781 /* Only players can make sacrifices on spell casting altars. */
782 if (altar->inv && (!originator || originator->type != PLAYER))
783 return 0;
784
785 if (operate_altar (altar, &sacrifice, originator))
786 {
787 /* Simple check. Unfortunately, it means you can't cast magic bullet
788 * with an altar. We call it a Potion - altars are stationary - it
789 * is up to map designers to use them properly.
790 */
791 if (altar->inv && altar->inv->type == SPELL)
792 {
793 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
794 cast_spell (originator, altar, 0, altar->inv, NULL);
795 /* If it is connected, push the button. Fixes some problems with
796 * old maps.
797 */
798
799 /* push_button (altar);*/
800 }
801 else
802 {
803 altar->value = 1; /* works only once */
804 push_button (altar, originator);
805 }
806
807 return !sacrifice;
808 }
809 else
810 return 0;
811 }
812
813 /**
814 * Handles 'movement' of shop mats.
815 * Returns 1 if 'op' was destroyed, 0 if not.
816 * Largely re-written to not use nearly as many gotos, plus
817 * some of this code just looked plain out of date.
818 * MSW 2001-08-29
819 */
820 int
821 apply_shop_mat (object *shop_mat, object *op)
822 {
823 int rv = 0;
824 double opinion;
825 object *tmp, *next;
826
827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
828
829 bool has_unpaid = false;
830
831 // quite inefficient to do this here twice, but the api doesn't lend itself to
832 // a quick and small change :(
833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834 if (item->flag [FLAG_UNPAID])
835 {
836 has_unpaid = true;
837 break;
838 }
839
840 if (!op->is_player ())
841 {
842 /* Remove all the unpaid objects that may be carried here.
843 * This could be pets or monsters that are somehow in
844 * the shop.
845 */
846 for (tmp = op->inv; tmp; tmp = next)
847 {
848 next = tmp->below;
849
850 if (tmp->flag [FLAG_UNPAID])
851 {
852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
853
854 if (i >= 0)
855 tmp->move (i);
856 }
857 }
858
859 /* Don't teleport things like spell effects */
860 if (op->flag [FLAG_NO_PICK])
861 return 0;
862
863 /* unpaid objects, or non living objects, can't transfer by
864 * shop mats. Instead, put it on a nearby space.
865 */
866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
867 {
868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
870
871 if (i != -1)
872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
873
874 return 0;
875 }
876
877 /* Removed code that checked for multipart objects - it appears that
878 * the teleport function should be able to handle this just fine.
879 */
880 rv = teleport (shop_mat, SHOP_MAT, op);
881 }
882 else if (can_pay (op) && get_payment (op))
883 {
884 /* this is only used for players */
885 rv = teleport (shop_mat, SHOP_MAT, op);
886
887 if (has_unpaid)
888 op->contr->play_sound (sound_find ("shop_buy"));
889 else if (op->is_in_shop ())
890 op->contr->play_sound (sound_find ("shop_enter"));
891 else
892 op->contr->play_sound (sound_find ("shop_leave"));
893
894 if (shop_mat->msg)
895 op->statusmsg (shop_mat->msg);
896 /* This check below is a bit simplistic - generally it should be correct,
897 * but there is never a guarantee that the bottom space on the map is
898 * actually the shop floor.
899 */
900 else if (!rv && !op->is_in_shop ())
901 {
902 opinion = shopkeeper_approval (op->map, op);
903
904 op->statusmsg (
905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
906 : opinion >= 0.75 ? "The shopkeeper waves to you."
907 : opinion >= 0.50 ? "The shopkeeper ignores you."
908 : "The shopkeeper glares at you with contempt."
909 );
910 }
911 }
912 else
913 {
914 /* if we get here, a player tried to leave a shop but was not able
915 * to afford the items he has. We try to move the player so that
916 * they are not on the mat anymore
917 */
918 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
919
920 if (i == -1)
921 LOG (llevError, "Internal shop-mat problem.\n");
922 else
923 {
924 op->remove ();
925 op->x += freearr_x[i];
926 op->y += freearr_y[i];
927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
928 }
929 }
930
931 op->clr_flag (FLAG_NO_APPLY);
932 return rv;
933 }
934
935 /**
936 * Handles applying a sign.
937 */
938 static void
939 apply_sign (object *op, object *sign, int autoapply)
940 {
941 if (!op->is_player())
942 return;
943
944 if (sign->has_dialogue ())
945 {
946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
947 return;
948 }
949
950 if (!sign->msg)
951 {
952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
956 return;
957 }
958
959 if (sign->stats.food)
960 {
961 if (sign->last_eat >= sign->stats.food)
962 {
963 if (!sign->move_on)
964 op->failmsg ("You cannot read it anymore.");
965
966 return;
967 }
968
969 if (!op->flag [FLAG_WIZPASS])
970 sign->last_eat++;
971 }
972
973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
974 * No way to know for sure. The presumption is basically that if
975 * move_on is zero, it needs to be manually applied (doesn't talk
976 * to us).
977 */
978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
979 {
980 op->failmsg ("You are unable to read while blind!");
981 return;
982 }
983
984 if (op->contr)
985 if (client *ns = op->contr->ns)
986 {
987 if (sign->sound)
988 ns->play_sound (sign->sound);
989 else if (autoapply)
990 ns->play_sound (sound_find ("msg_voice"));
991
992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
993 }
994 }
995
996 static void
997 move_apply_hole (object *trap, object *victim)
998 {
999 /* Hole not open? */
1000 if (trap->stats.wc > 0)
1001 return;
1002
1003 /* Is this a multipart monster and not the head? If so, return.
1004 * Processing will happen if the head runs into the pit
1005 */
1006 if (victim->head)
1007 return;
1008
1009 // now find all possible locations and randomly pick one
1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1015
1016 if (dir < 0)
1017 return;
1018
1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1020 victim->statusmsg ("You fall through the hole!", NDI_RED);
1021
1022 transfer_ob (victim,
1023 EXIT_X (trap) + freearr_x[dir],
1024 EXIT_Y (trap) + freearr_y[dir],
1025 0, victim);
1026 }
1027
1028 /**
1029 * Unapplies specified item.
1030 * No check done on cursed/damned.
1031 * Break this out of apply_special - this is just done
1032 * to keep the size of apply_special to a more managable size.
1033 */
1034 static bool
1035 unapply_special (object *who, object *op, int aflags)
1036 {
1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1039 return RESULT_INT (0);
1040
1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
1043
1044 op->flag [FLAG_APPLIED] = false;
1045
1046 switch (op->type)
1047 {
1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
1059 case WEAPON:
1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
1061 change_abil (who, op);
1062 who->flag [FLAG_READY_WEAPON] = false;
1063
1064 // unapplying a weapon or skill tool should also unapply the skill it governs
1065 // but this is hard, as it shouldn't do so when the skill can
1066 // be used for other reasons
1067 //TODO: really?
1068 if (who->chosen_skill)
1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1070 unapply_special (who, who->chosen_skill, 0);
1071
1072 break;
1073
1074 case RANGED:
1075 case BOW:
1076 case WAND:
1077 case ROD:
1078 case HORN:
1079 if (player *pl = who->contr)
1080 {
1081 who->statusmsg (format ("You unready %s.", query_name (op)));
1082 change_abil (who, op);
1083 }
1084 else
1085 {
1086 if (op->type == BOW)
1087 op->flag [FLAG_READY_BOW ] = false;
1088 else
1089 op->flag [FLAG_READY_RANGE] = false;
1090 }
1091
1092 break;
1093
1094 case ARMOUR:
1095 case HELMET:
1096 case SHIELD:
1097 case RING:
1098 case BOOTS:
1099 case GLOVES:
1100 case AMULET:
1101 case GIRDLE:
1102 case BRACERS:
1103 case CLOAK:
1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
1105 change_abil (who, op);
1106 break;
1107
1108 case SPELL:
1109 case BUILDER:
1110 who->statusmsg (format ("You unready %s.", query_name (op)));
1111 break;
1112
1113 //case SKILL_TOOL://TODO
1114 default:
1115 who->statusmsg (format ("You unapply %s.", query_name (op)));
1116 break;
1117 }
1118
1119 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1120 if (object *pl = op->visible_to ())
1121 esrv_send_item (pl, op);
1122
1123 who->update_stats ();
1124
1125 return 1;
1126 }
1127
1128 /**
1129 * Returns the object that is using location 'loc'.
1130 * Note that 'start' is the first object to start examing - we
1131 * then go through the below of this. In this way, you can do
1132 * something like:
1133 * tmp = get_next_item_from_body_location(who->inv, 1);
1134 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1135 * to find the second object that may use this location, etc.
1136 * Returns NULL if no match is found.
1137 * loc is the index into the array we are looking for a match.
1138 * don't return invisible objects unless they are skill objects
1139 * invisible other objects that use
1140 * up body locations can be used as restrictions.
1141 */
1142 static object *
1143 get_next_item_from_body_location (int loc, object *start)
1144 {
1145 for (object *tmp = start; tmp; tmp = tmp->below)
1146 if (tmp->flag [FLAG_APPLIED]
1147 && tmp->slot [loc].info
1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1149 return tmp;
1150
1151 return 0;
1152 }
1153
1154 /**
1155 * 'op' wants to apply an object, but can't because of other equipment.
1156 * This should only be called when it is known
1157 * that there are objects to unapply. This makes pretty heavy
1158 * use of get_item_from_body_location. It makes no intelligent choice
1159 * on objects - rather, the first that is matched is used.
1160 * Returns 0 on success, returns 1 if there is some problem.
1161 * if aflags is AP_PRINT, we instead print out waht to unapply
1162 * instead of doing it. This is a lot less code than having
1163 * another function that does just that.
1164 */
1165
1166 #define CANNOT_REMOVE_CURSED \
1167 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1168 "Praying over an altar, scrolls of remove curse/damnation, " \
1169 "priests or even other players might help.>"
1170
1171 static bool
1172 unapply_for_ob (object *who, object *op, int aflags)
1173 {
1174 if (op->is_range ())
1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1178 {
1179 if (aflags & AP_PRINT)
1180 who->failmsg (query_name (tmp));
1181 else
1182 unapply_special (who, tmp, aflags);
1183 }
1184 else
1185 {
1186 /* In this case, we want to try and remove a cursed item.
1187 * While we know it won't work, we want unapply_special to
1188 * at least generate the message.
1189 */
1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1191 return 1;
1192 }
1193
1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1195 {
1196 /* this used up a slot that we need to free */
1197 if (op->slot[i].info)
1198 {
1199 object *last = who->inv;
1200
1201 /* We do a while loop - may need to remove several items in order
1202 * to free up enough slots.
1203 */
1204 while ((who->slot[i].used + op->slot[i].info) < 0)
1205 {
1206 object *tmp = get_next_item_from_body_location (i, last);
1207
1208 if (!tmp)
1209 {
1210 #if 0
1211 /* Not a bug - we'll get this if the player has cursed items
1212 * equipped.
1213 */
1214 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1215 #endif
1216 return 1;
1217 }
1218
1219 /* If we are just printing, we don't care about cursed status */
1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1221 {
1222 if (aflags & AP_PRINT)
1223 who->failmsg (query_name (tmp));
1224 else
1225 unapply_special (who, tmp, aflags);
1226 }
1227 else
1228 {
1229 /* Cursed item that we can't unequip - tell the player.
1230 * Note this could be annoying if this is just one of a few,
1231 * so it may not be critical (eg, putting on a ring and you have
1232 * one cursed ring.)
1233 */
1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1235 }
1236
1237 last = tmp->below;
1238 }
1239 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1240 * return in the !tmp would have kicked in.
1241 */
1242 } /* if op is using this body location */
1243 } /* for body lcoations */
1244
1245 return 0;
1246 }
1247
1248 /**
1249 * Checks to see if 'who' can apply object 'op'.
1250 * Returns 0 if apply can be done without anything special.
1251 * Otherwise returns a bitmask - potentially several of these may be
1252 * set, but largely depends on circumstance - in the future, processing
1253 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1254 * is set, do we really care what the other flags may be?)
1255 *
1256 * See include/define.h for detailed description of the meaning of
1257 * these return values.
1258 */
1259 int
1260 can_apply_object (object *who, object *op)
1261 {
1262 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1263 return RESULT_INT (0);
1264
1265 int retval = 0;
1266 object *tmp = 0, *ws = 0;
1267
1268 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1269 {
1270 if (op->slot[i].info)
1271 {
1272 /* Item uses more slots than we have */
1273 if (who->slot[i].info + op->slot [i].info < 0)
1274 {
1275 /* Could return now for efficiency - rest of info below isn't
1276 * really needed.
1277 */
1278 retval |= CAN_APPLY_NEVER;
1279 }
1280 else if (who->slot[i].used + op->slot[i].info < 0)
1281 {
1282 /* in this case, equipping this would use more free spots than
1283 * we have.
1284 */
1285
1286 /* if we have an applied weapon/shield, and unapply it would free
1287 * enough slots to equip the new item, then just set "can
1288 * apply unapply". We don't care about the logic below - if you have a
1289 * shield equipped and try to equip another shield, there is only
1290 * one choice. However, the check for the number of body locations
1291 * does take into the account cases where what is being applied
1292 * may be two handed for example.
1293 */
1294 if (ws)
1295 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1296 {
1297 retval |= CAN_APPLY_UNAPPLY;
1298 continue;
1299 }
1300
1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
1302 if (!tmp1)
1303 retval |= CAN_APPLY_NEVER;
1304 else
1305 {
1306 /* need to unapply something. However, if this something
1307 * is different than we had found before, it means they need
1308 * to apply multiple objects
1309 */
1310 retval |= CAN_APPLY_UNAPPLY;
1311
1312 if (!tmp)
1313 tmp = tmp1;
1314 else if (tmp != tmp1)
1315 retval |= CAN_APPLY_UNAPPLY_MULT;
1316
1317 /* This object isn't using up all the slots, so there must
1318 * be another. If so, and it the new item doesn't need all
1319 * the slots, the player then has a choice.
1320 */
1321 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1322 && abs (op->slot[i].info) < who->slot[i].info)
1323 retval |= CAN_APPLY_UNAPPLY_CHOICE;
1324
1325 /* Does unequippint 'tmp1' free up enough slots for this to be
1326 * equipped? If not, there must be something else to unapply.
1327 */
1328 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1329 retval |= CAN_APPLY_UNAPPLY_MULT;
1330 }
1331 } /* if not enough free slots */
1332 } /* if this object uses location i */
1333 } /* for i -> num_body_locations loop */
1334
1335 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1336 * really be controlled by use of body locations. We do have
1337 * the weapon/shield checks, and the range checks for monsters,
1338 * because you can't control those just by body location - bows, shields,
1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
1340 * all use the same location.
1341 */
1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1343 retval |= CAN_APPLY_RESTRICTION;
1344
1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1346 retval |= CAN_APPLY_RESTRICTION;
1347
1348 if (who->type != PLAYER)
1349 {
1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1351 retval |= CAN_APPLY_RESTRICTION;
1352
1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1354 retval |= CAN_APPLY_RESTRICTION;
1355
1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
1357 retval |= CAN_APPLY_RESTRICTION;
1358
1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1360 retval |= CAN_APPLY_RESTRICTION;
1361 }
1362
1363 return retval;
1364 }
1365
1366 /**
1367 * who is the object using the object. It can be a monster.
1368 * op is the object they are using. op is an equipment type item,
1369 * eg, one which you put on and keep on for a while, and not something
1370 * like a potion or scroll.
1371 *
1372 * function returns 1 if the action could not be completed, 0 on
1373 * success. However, success is a matter of meaning - if the
1374 * user passes the 'apply' flag to an object already applied,
1375 * nothing is done, and 0 is returned.
1376 *
1377 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1378 * AP_UNAPPLY=always unapply).
1379 *
1380 * Optional flags:
1381 * AP_NO_MERGE: don't merge an unapplied object with other objects
1382 * AP_IGNORE_CURSE: unapply cursed items
1383 * AP_NO_READY: do not ready skills when applying skill tools
1384 *
1385 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1386 *
1387 * apply_special() doesn't check for unpaid items.
1388 */
1389
1390 #define LACK_ITEM_POWER \
1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1392
1393 static bool
1394 apply_special (object *who, object *op, int aflags)
1395 {
1396 int basic_flag = aflags & AP_MODE;
1397 object *tmp, *tmp2, *skop = NULL;
1398
1399 if (who == NULL)
1400 {
1401 LOG (llevError, "apply_special() from object without environment.\n");
1402 return 1;
1403 }
1404
1405 //TODO: remove these when apply_special is no longer exposed
1406 if (op->env != who)
1407 return 1; /* op is not in inventory */
1408
1409 /* trying to unequip op */
1410 if (op->flag [FLAG_APPLIED])
1411 {
1412 /* always apply, so no reason to unapply */
1413 if (basic_flag == AP_APPLY)
1414 return 0;
1415
1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1417 {
1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1419 return 1;
1420 }
1421
1422 return unapply_special (who, op, aflags);
1423 }
1424 else if (basic_flag == AP_UNAPPLY)
1425 return 0;
1426
1427 splay (op);
1428
1429 /* Can't just apply this object. Lets see what not and what to do */
1430 if (int i = can_apply_object (who, op))
1431 {
1432 if (i & CAN_APPLY_NEVER)
1433 {
1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1435 return 1;
1436 }
1437 else if (i & CAN_APPLY_RESTRICTION)
1438 {
1439 who->failmsgf (
1440 "You have a prohibition against using a %s. "
1441 "H<Your belief, profession or class prevents you from applying this item.>",
1442 query_name (op)
1443 );
1444 return 1;
1445 }
1446
1447 if (who->type != PLAYER)
1448 {
1449 /* Some error, so don't try to equip something more */
1450 if (unapply_for_ob (who, op, aflags))
1451 return 1;
1452 }
1453 else
1454 {
1455 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1456 {
1457 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1458 unapply_for_ob (who, op, AP_PRINT);
1459 return 1;
1460 }
1461 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1462 if (unapply_for_ob (who, op, aflags))
1463 return 1;
1464 }
1465 }
1466
1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1468 {
1469 // try to ready attached skill first
1470 skop = find_skill_by_name (who, op->skill);
1471
1472 if (!skop)
1473 {
1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1475 return 1;
1476 }
1477 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1478 {
1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1480 return 1;
1481 }
1482 }
1483
1484 if (!check_item_power (who, op->item_power))
1485 {
1486 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1487 return 1;
1488 }
1489
1490 /* Ok. We are now at the state where we can apply the new object.
1491 * Note that we don't have the checks for can_use_...
1492 * below - that is already taken care of by can_apply_object.
1493 */
1494
1495 // split away all the other items from the stack, so only one item is left
1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1497
1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1499 return RESULT_INT (0);
1500
1501 switch (op->type)
1502 {
1503 case WEAPON:
1504 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1505 {
1506 /* if the weapon does not have the name as the character, can't use it. */
1507 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1508 who->failmsg ("The weapon does not recognize you as its owner. "
1509 "H<Its name indicates that it belongs to somebody else.>");
1510 if (tmp) who->insert (tmp);
1511 return 1;
1512 }
1513
1514 op->flag [FLAG_APPLIED] = true;
1515
1516 if (player *pl = who->contr)
1517 {
1518 who->statusmsg (format ("You wield %s.", query_name (op)));
1519 change_abil (who, op);
1520 }
1521
1522 op->flag [FLAG_READY_WEAPON] = true;
1523 break;
1524
1525 case ARMOUR:
1526 case HELMET:
1527 case SHIELD:
1528 case BOOTS:
1529 case GLOVES:
1530 case GIRDLE:
1531 case BRACERS:
1532 case CLOAK:
1533 case RING:
1534 case AMULET:
1535 op->set_flag (FLAG_APPLIED);
1536 who->statusmsg (format ("You wear %s.", query_name (op)));
1537 change_abil (who, op);
1538 break;
1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 op->set_flag (FLAG_APPLIED);
1545 break;
1546
1547 case SKILL:
1548 if (who->contr)
1549 if (op->invisible)
1550 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1551 else
1552 who->statusmsg (format ("You ready %s.", query_name (op)));
1553
1554 who->set_flag (FLAG_READY_SKILL);
1555 op->set_flag (FLAG_APPLIED);
1556 change_abil (who, op);
1557 break;
1558
1559 case BOW:
1560 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1561 {
1562 who->failmsg ("The weapon does not recognize you as its owner. "
1563 "H<Its name indicates that it belongs to somebody else.>");
1564 if (tmp) who->insert (tmp);
1565 return 1;
1566 }
1567
1568 if (player *pl = who->contr)
1569 {
1570 op->flag [FLAG_APPLIED] = true;
1571 who->statusmsg (format ("You wield the %s.", query_name (op)));
1572 change_abil (who, op);
1573 }
1574 break;
1575
1576 case RANGED:
1577 if (player *pl = who->contr)
1578 {
1579 op->flag [FLAG_APPLIED] = true;
1580 who->statusmsg (format ("You applied the %s.", query_name (op)));
1581 }
1582 break;
1583
1584 case SPELL:
1585 if (player *pl = who->contr)
1586 {
1587 op->flag [FLAG_APPLIED] = true;
1588 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1589 }
1590 break;
1591
1592 /*FALLTHROUGH*/
1593 case WAND:
1594 case ROD:
1595 case HORN:
1596 op->flag [FLAG_APPLIED] = true;
1597
1598 if (player *pl = who->contr)
1599 {
1600 who->statusmsg (format ("You ready %s.", query_name (op)));
1601
1602 if (op->type == BOW)
1603 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1604
1605 change_abil (who, op);
1606 }
1607 else
1608 {
1609 if (op->type == BOW)
1610 op->flag [FLAG_READY_BOW ] = true;
1611 else
1612 op->flag [FLAG_READY_RANGE] = true;
1613 }
1614
1615 break;
1616
1617 case BUILDER:
1618 if (player *pl = who->contr)
1619 {
1620 who->statusmsg (format ("You ready your %s.", query_name (op)));
1621 //TODO: change_abil?
1622 }
1623 break;
1624
1625 default:
1626 who->statusmsg (format ("You apply %s.", query_name (op)));
1627 }
1628
1629 op->set_flag (FLAG_APPLIED);
1630
1631 if (tmp) who->insert (tmp);
1632
1633 who->update_stats ();
1634
1635 /* We exclude spell casting objects. The fire code will set the
1636 * been applied flag when they are used - until that point,
1637 * you don't know anything about them.
1638 */
1639 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1640 op->set_flag (FLAG_BEEN_APPLIED);
1641
1642 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1643 if (who->type == PLAYER)
1644 {
1645 who->failmsg (
1646 "Oops, it feels deadly cold! "
1647 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1648 );
1649 op->set_flag (FLAG_KNOWN_CURSED);
1650 }
1651
1652 if (object *pl = op->visible_to ())
1653 esrv_send_item (pl, op);
1654
1655 return 0;
1656 }
1657
1658 /**
1659 * Check if op should abort moving victim because of it's race or slaying.
1660 * Returns 1 if it should abort, returns 0 if it should continue.
1661 */
1662 int
1663 should_director_abort (object *op, object *victim)
1664 {
1665 int arch_flag, name_flag, race_flag;
1666
1667 /* Get flags to determine what of arch, name, and race should be checked.
1668 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1669 * the next is the name flag, and the last is the race flag. Also note,
1670 * if subtype is set to zero, that also goes to defaults of all affecting
1671 * it. Examples:
1672 * subtype 1: only arch
1673 * subtype 3: arch or name
1674 * subtype 5: arch or race
1675 * subtype 7: all three
1676 */
1677 if (op->subtype)
1678 {
1679 arch_flag = op->subtype & 1;
1680 name_flag = op->subtype & 2;
1681 race_flag = op->subtype & 4;
1682 }
1683 else
1684 {
1685 arch_flag = 1;
1686 name_flag = 1;
1687 race_flag = 1;
1688 }
1689
1690 /* If the director has race set, only affect objects with a arch,
1691 * name or race that matches.
1692 */
1693 if ((op->race) &&
1694 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1695 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1696 ((!(victim->race && race_flag) || op->race != victim->race)))
1697 return 1;
1698
1699 /* If the director has slaying set, only affect objects where none
1700 * of arch, name, or race match.
1701 */
1702 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1703 ((victim->name && name_flag && op->slaying == victim->name)) ||
1704 ((victim->race && race_flag && op->slaying == victim->race)))
1705 return 1;
1706
1707 return 0;
1708 }
1709
1710 /**
1711 * This handles a player dropping money on an altar to identify stuff.
1712 * It'll identify marked item, if none all items up to dropped money.
1713 * Return value: 1 if money was destroyed, 0 if not.
1714 */
1715 static int
1716 apply_id_altar (object *money, object *altar, object *pl)
1717 {
1718 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1719
1720 if (!pl || pl->type != PLAYER)
1721 return 0;
1722
1723 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1724 * identifying' from being printed out more than it needs to be.
1725 */
1726 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1727 return 0;
1728
1729 /* if the player has a marked item, identify that if it needs to be
1730 * identified. If it doesn't, then go through the player inventory.
1731 */
1732 if (object *marked = pl->mark ())
1733 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1734 {
1735 if (operate_altar (altar, &money, pl))
1736 {
1737 identify (marked);
1738
1739 buf.printf ("You have %s.\r", long_desc (marked, pl));
1740 if (marked->msg)
1741 buf << "The item has a story:\r" << marked->msg << "\n\n";
1742
1743 return !money;
1744 }
1745 }
1746
1747 for (object *id = pl->inv; id; id = id->below)
1748 {
1749 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1750 {
1751 if (operate_altar (altar, &money, pl))
1752 {
1753 identify (id);
1754
1755 buf.printf ("You have %s.\r", long_desc (id, pl));
1756 if (id->msg)
1757 buf << "The item has a story:\r" << id->msg << "\n\n";
1758
1759 /* If no more money, might as well quit now */
1760 if (!money || !check_altar_sacrifice (altar, money))
1761 break;
1762 }
1763 else
1764 {
1765 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1766 break;
1767 }
1768 }
1769 }
1770
1771 if (buf.empty ())
1772 pl->failmsg ("You have nothing that needs identifying");
1773 else
1774 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1775
1776 return !money;
1777 }
1778
1779 /**
1780 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1781 * matching item.
1782 **/
1783 void
1784 handle_apply_yield (object *tmp)
1785 {
1786 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1787 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1788 }
1789
1790 /**
1791 * Handles applying a potion.
1792 */
1793 int
1794 apply_potion (object *op, object *tmp)
1795 {
1796 int got_one = 0, i;
1797 object *force = 0;
1798
1799 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1800
1801 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1802 {
1803 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1804
1805 tmp->clr_flag (FLAG_APPLIED);
1806 return 0;
1807 }
1808
1809 if (op->type == PLAYER)
1810 if (!tmp->flag [FLAG_IDENTIFIED])
1811 identify (tmp);
1812
1813 handle_apply_yield (tmp);
1814
1815 /* Potion of restoration - only for players */
1816 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1817 {
1818 object *depl;
1819 archetype *at;
1820
1821 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1822 {
1823 op->drain_stat ();
1824 op->update_stats ();
1825 tmp->decrease ();
1826 return 1;
1827 }
1828
1829 if (!(at = archetype::find (shstr_depletion)))
1830 {
1831 LOG (llevError, "Could not find archetype depletion\n");
1832 return 0;
1833 }
1834
1835 depl = present_arch_in_ob (at, op);
1836
1837 if (depl)
1838 {
1839 for (i = 0; i < NUM_STATS; i++)
1840 if (depl->stats.stat (i))
1841 op->statusmsg (restore_msg[i]);
1842
1843 depl->destroy ();
1844 op->update_stats ();
1845 }
1846 else
1847 op->statusmsg ("Your potion had no effect.");
1848
1849 tmp->decrease ();
1850 return 1;
1851 }
1852
1853 /* improvement potion - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1855 {
1856 for (i = 1; i < min (11, op->level); i++)
1857 {
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 if (op->contr->levhp[i] != 1)
1861 {
1862 op->contr->levhp[i] = 1;
1863 break;
1864 }
1865
1866 if (op->contr->levsp[i] != 1)
1867 {
1868 op->contr->levsp[i] = 1;
1869 break;
1870 }
1871
1872 if (op->contr->levgrace[i] != 1)
1873 {
1874 op->contr->levgrace[i] = 1;
1875 break;
1876 }
1877 }
1878 else
1879 {
1880 if (op->contr->levhp[i] < 9)
1881 {
1882 op->contr->levhp[i] = 9;
1883 break;
1884 }
1885
1886 if (op->contr->levsp[i] < 6)
1887 {
1888 op->contr->levsp[i] = 6;
1889 break;
1890 }
1891
1892 if (op->contr->levgrace[i] < 3)
1893 {
1894 op->contr->levgrace[i] = 3;
1895 break;
1896 }
1897 }
1898 }
1899
1900 /* Just makes checking easier */
1901 if (i < min (11, op->level))
1902 got_one = 1;
1903
1904 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1905 {
1906 if (got_one)
1907 {
1908 op->update_stats ();
1909 op->statusmsg ("The Gods smile upon you and remake you "
1910 "a little more in their image. "
1911 "You feel a little more perfect.", NDI_GREEN);
1912 }
1913 else
1914 op->statusmsg ("The potion had no effect - you are already perfect.");
1915 }
1916 else
1917 { /* cursed potion */
1918 if (got_one)
1919 {
1920 op->update_stats ();
1921 op->failmsg ("The Gods are angry and punish you.");
1922 }
1923 else
1924 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1925 }
1926
1927 tmp->decrease ();
1928 return 1;
1929 }
1930
1931
1932 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1933 * and heroism all fit into this category. Given the spell object code,
1934 * there is no limit to the number of spells that potions can be cast,
1935 * but direction is problematic to try and imbue fireball potions for example.
1936 */
1937 if (tmp->inv)
1938 {
1939 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1940 {
1941 op->failmsg ("Yech! Your lungs are on fire!");
1942 create_exploding_ball_at (op, op->level);
1943 }
1944 else
1945 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1946
1947 tmp->decrease ();
1948
1949 /* if youre dead, no point in doing this... */
1950 if (!op->flag [FLAG_REMOVED])
1951 op->update_stats ();
1952
1953 return 1;
1954 }
1955
1956 /* Deal with protection potions */
1957 force = NULL;
1958 for (i = 0; i < NROFATTACKS; i++)
1959 {
1960 if (tmp->resist[i])
1961 {
1962 if (!force)
1963 force = get_archetype (FORCE_NAME);
1964
1965 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1966 force->type = POTION_EFFECT;
1967 break; /* Only need to find one protection since we copy entire batch */
1968 }
1969 }
1970
1971 /* This is a protection potion */
1972 if (force)
1973 {
1974 /* cursed items last longer */
1975 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1976 {
1977 force->stats.food *= 10;
1978 for (i = 0; i < NROFATTACKS; i++)
1979 if (force->resist[i] > 0)
1980 force->resist[i] = -force->resist[i]; /* prot => vuln */
1981 }
1982
1983 force->speed_left = -1;
1984 force = insert_ob_in_ob (force, op);
1985 tmp->clr_flag (FLAG_APPLIED);
1986 force->set_flag (FLAG_APPLIED);
1987 change_abil (op, force);
1988 tmp->decrease ();
1989 return 1;
1990 }
1991
1992 /* Only thing left are the stat potions */
1993 if (op->type == PLAYER)
1994 { /* only for players */
1995 if ((tmp->flag [FLAG_CURSED]
1996 || tmp->flag [FLAG_DAMNED])
1997 && tmp->value != 0)
1998 tmp->clr_flag (FLAG_APPLIED);
1999 else
2000 tmp->set_flag (FLAG_APPLIED);
2001
2002 if (!change_abil (op, tmp))
2003 op->statusmsg ("Nothing happened.");
2004 }
2005
2006 /* CLEAR_FLAG is so that if the character has other potions
2007 * that were grouped with the one consumed, his
2008 * stat will not be raised by them. fix_player just clears
2009 * up all the stats.
2010 */
2011 tmp->clr_flag (FLAG_APPLIED);
2012 op->update_stats ();
2013 tmp->decrease ();
2014 return 1;
2015 }
2016
2017 /**
2018 * 'victim' moves onto 'trap'
2019 * 'victim' leaves 'trap'
2020 * effect is determined by move_on/move_off of trap and move_type of victime.
2021 *
2022 * originator: Player, monster or other object that caused 'victim' to move
2023 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2024 * However, some types of traps require an originator to function.
2025 */
2026 void
2027 move_apply (object *trap, object *victim, object *originator)
2028 {
2029 static int recursion_depth = 0;
2030
2031 trap = trap->head_ ();
2032
2033 /* Only exits affect DMs. */
2034 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2035 return;
2036
2037 /* move_apply() is the most likely candidate for causing unwanted and
2038 * possibly unlimited recursion.
2039 */
2040
2041 /* The following was changed because it was causing perfectly correct
2042 * maps to fail. 1) it's not an error to recurse:
2043 * rune detonates, summoning monster. monster lands on nearby rune.
2044 * nearby rune detonates. This sort of recursion is expected and
2045 * proper. This code was causing needless crashes.
2046 */
2047 if (recursion_depth >= 500)
2048 {
2049 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2050 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2051 return;
2052 }
2053
2054 recursion_depth++;
2055
2056 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2057 switch (trap->type)
2058 {
2059 case PLAYERMOVER:
2060 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2061 {
2062 if (!trap->stats.maxsp)
2063 trap->stats.maxsp = 2;
2064
2065 /* Is this correct? From the docs, it doesn't look like it
2066 * should be divided by trap->speed
2067 */
2068 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2069
2070 /* Just put in some sanity check. I think there is a bug in the
2071 * above with some objects have zero speed, and thus the player
2072 * getting permanently paralyzed.
2073 */
2074 victim->speed_left = max (-50.f, victim->speed_left);
2075 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2076 }
2077 break;
2078
2079 case SPINNER:
2080 if (victim->direction)
2081 {
2082 victim->direction = absdir (victim->direction - trap->stats.sp);
2083 update_turn_face (victim);
2084 }
2085 break;
2086
2087 case DIRECTOR:
2088 if (victim->direction && !should_director_abort (trap, victim))
2089 {
2090 victim->direction = trap->stats.sp;
2091 update_turn_face (victim);
2092 }
2093 break;
2094
2095 case BUTTON:
2096 case PEDESTAL:
2097 case T_MATCH:
2098 update_button (trap, originator);
2099 break;
2100
2101 case ALTAR:
2102 /* sacrifice victim on trap */
2103 apply_altar (trap, victim, originator);
2104 break;
2105
2106 case THROWN_OBJ:
2107 if (trap->inv == NULL)
2108 break;
2109 /* fallthrough */
2110
2111 case ARROW:
2112 /* bad bug: monster throw a object, make a step forwards, step on object ,
2113 * trigger this here and get hit by own missile - and will be own enemy.
2114 * Victim then is his own enemy and will start to kill herself (this is
2115 * removed) but we have not synced victim and his missile. To avoid senseless
2116 * action, we avoid hits here
2117 */
2118 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2119 && trap->owner != victim)
2120 hit_with_arrow (trap, victim);
2121 break;
2122
2123 case SPELL_EFFECT:
2124 apply_spell_effect (trap, victim);
2125 break;
2126
2127 case TRAPDOOR:
2128 {
2129 int max, sound_was_played;
2130 object *ab, *ab_next;
2131
2132 if (!trap->value)
2133 {
2134 int tot;
2135
2136 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 tot += ab->head_ ()->total_weight ();
2139
2140 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2141 break;
2142
2143 SET_ANIMATION (trap, trap->value);
2144 update_object (trap, UP_OBJ_FACE);
2145 }
2146
2147 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2148 {
2149 /* need to set this up, since if we do transfer the object,
2150 * ab->above would be bogus
2151 */
2152 ab_next = ab->above;
2153
2154 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2155 {
2156 if (!sound_was_played)
2157 {
2158 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2159 sound_was_played = 1;
2160 }
2161
2162 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2163 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2164 }
2165 }
2166 break;
2167 }
2168
2169 case CONVERTER:
2170 if (convert_item (victim, trap) < 0)
2171 {
2172 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2173 archetype::get (shstr_burnout)->insert_at (trap, trap);
2174 }
2175
2176 break;
2177
2178 case TRIGGER_BUTTON:
2179 case TRIGGER_PEDESTAL:
2180 case TRIGGER_ALTAR:
2181 check_trigger (trap, victim, originator);
2182 break;
2183
2184 case DEEP_SWAMP:
2185 walk_on_deep_swamp (trap, victim);
2186 break;
2187
2188 case CHECK_INV:
2189 check_inv (victim, trap);
2190 break;
2191
2192 case HOLE:
2193 move_apply_hole (trap, victim);
2194 break;
2195
2196 case EXIT:
2197 if (victim->type == PLAYER && EXIT_PATH (trap))
2198 {
2199 /* Basically, don't show exits leading to random maps the
2200 * players output.
2201 */
2202 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2203 victim->statusmsg (trap->msg, NDI_NAVY);
2204
2205 trap->play_sound (trap->sound);
2206 victim->enter_exit (trap);
2207 }
2208 break;
2209
2210 case ENCOUNTER:
2211 /* may be some leftovers on this */
2212 break;
2213
2214 case SHOP_MAT:
2215 apply_shop_mat (trap, victim);
2216 break;
2217
2218 /* Drop a certain amount of gold, and have one item identified */
2219 case IDENTIFY_ALTAR:
2220 apply_id_altar (victim, trap, originator);
2221 break;
2222
2223 case SIGN:
2224 if (victim->type != PLAYER && trap->stats.food > 0)
2225 break; /* monsters musn't apply magic_mouths with counters */
2226
2227 apply_sign (victim, trap, 1);
2228 break;
2229
2230 case CONTAINER:
2231 apply_container (victim, trap);
2232 break;
2233
2234 case RUNE:
2235 case TRAP:
2236 if (trap->level && victim->flag [FLAG_ALIVE])
2237 spring_trap (trap, victim);
2238 break;
2239
2240 default:
2241 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2242 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2243 break;
2244 }
2245
2246 recursion_depth--;
2247 }
2248
2249 /**
2250 * Handles reading a regular (ie not containing a spell) book.
2251 */
2252 static void
2253 apply_book (object *op, object *tmp)
2254 {
2255 int lev_diff;
2256 object *skill_ob;
2257
2258 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2259 {
2260 op->failmsg ("You are unable to read while blind!");
2261 return;
2262 }
2263
2264 if (!tmp->msg)
2265 {
2266 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2267 return;
2268 }
2269
2270 /* need a literacy skill to read stuff! */
2271 skill_ob = find_skill_by_name (op, tmp->skill);
2272 if (!skill_ob)
2273 {
2274 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2275 return;
2276 }
2277
2278 lev_diff = tmp->level - (skill_ob->level + 5);
2279 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2280 {
2281 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2282 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2283 : lev_diff < 5 ? "This book is beyond your comprehension."
2284 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2285 : lev_diff < 15 ? "This book is way beyond your comprehension."
2286 : "This book is totally beyond your comprehension.");
2287 return;
2288 }
2289
2290 // we currently don't use the message types for anything.
2291 // readable_message_type *msgType = get_readable_message_type (tmp);
2292
2293 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2294
2295 if (player *pl = op->contr)
2296 if (client *ns = pl->ns)
2297 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2298
2299 /* gain xp from reading */
2300 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2301 { /* only if not read before */
2302 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2303
2304 if (!tmp->flag [FLAG_IDENTIFIED])
2305 {
2306 /*exp_gain *= 2; because they just identified it too */
2307 tmp->set_flag (FLAG_IDENTIFIED);
2308
2309 if (object *pl = tmp->visible_to ())
2310 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2311 }
2312
2313 change_exp (op, exp_gain, skill_ob->skill, 0);
2314 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2315 }
2316 }
2317
2318 /**
2319 * op made some mistake with a scroll, this takes care of punishment.
2320 * scroll_failure()- hacked directly from spell_failure
2321 */
2322 static void
2323 scroll_failure (object *op, int failure, int power)
2324 {
2325 if (abs (failure / 4) > power)
2326 power = abs (failure / 4); /* set minimum effect */
2327
2328 if (failure <= -1 && failure > -15)
2329 { /* wonder */
2330 object *tmp;
2331
2332 op->failmsg ("Your spell warps!");
2333 tmp = get_archetype (SPELL_WONDER);
2334 cast_wonder (op, op, 0, tmp);
2335 tmp->destroy ();
2336 }
2337 else if (failure <= -15 && failure > -35)
2338 { /* drain mana */
2339 op->failmsg ("Your mana is drained!");
2340 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2341 if (op->stats.sp < 0)
2342 op->stats.sp = 0;
2343 }
2344 else if (settings.spell_failure_effects == TRUE)
2345 {
2346 if (failure <= -35 && failure > -60)
2347 { /* confusion */
2348 op->failmsg ("The magic recoils on you!");
2349 confuse_player (op, op, power);
2350 }
2351 else if (failure <= -60 && failure > -70)
2352 { /* paralysis */
2353 op->failmsg ("The magic recoils and paralyzes you!");
2354 paralyze_player (op, op, power);
2355 }
2356 else if (failure <= -70 && failure > -80)
2357 { /* blind */
2358 op->failmsg ("The magic recoils on you!");
2359 blind_player (op, op, power);
2360 }
2361 else if (failure <= -80)
2362 { /* blast the immediate area */
2363 object *tmp = get_archetype (LOOSE_MANA);
2364 cast_magic_storm (op, tmp, power);
2365 op->failmsg ("You unleash uncontrolled mana!");
2366 tmp->destroy ();
2367 }
2368 }
2369 }
2370
2371 /**
2372 * Handles the applying of a skill scroll, calling learn_skill straight.
2373 * op is the person learning the skill, tmp is the skill scroll object
2374 */
2375 static void
2376 apply_skillscroll (object *op, object *tmp)
2377 {
2378 switch (learn_skill (op, tmp))
2379 {
2380 case 0:
2381 op->play_sound (sound_find ("generic_fail"));
2382 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2383 break;
2384
2385 case 1:
2386 tmp->decrease ();
2387 op->play_sound (sound_find ("skill_learn"));
2388 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2389 break;
2390
2391 default:
2392 tmp->decrease ();
2393 op->play_sound (sound_find ("generic_fail"));
2394 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2395 break;
2396 }
2397 }
2398
2399 /**
2400 * Actually makes op learn spell.
2401 * Informs player of what happens.
2402 */
2403 void
2404 do_learn_spell (object *op, object *spell, int special_prayer)
2405 {
2406 object *tmp;
2407
2408 if (op->type != PLAYER)
2409 {
2410 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2411 return;
2412 }
2413
2414 /* Upgrade special prayers to normal prayers */
2415 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2416 {
2417 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2418 {
2419 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2420 return;
2421 }
2422 return;
2423 }
2424
2425 op->contr->play_sound (sound_find ("learn_spell"));
2426
2427 tmp = spell->clone ();
2428 insert_ob_in_ob (tmp, op);
2429
2430 if (special_prayer)
2431 tmp->set_flag (FLAG_STARTEQUIP);
2432
2433 esrv_add_spells (op->contr, tmp);
2434 }
2435
2436 /**
2437 * Erases spell from player's inventory.
2438 */
2439 void
2440 do_forget_spell (object *op, const char *spell)
2441 {
2442 object *spob;
2443
2444 if (op->type != PLAYER)
2445 {
2446 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2447 return;
2448 }
2449 if ((spob = check_spell_known (op, spell)) == NULL)
2450 {
2451 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2452 return;
2453 }
2454
2455 op->failmsgf ("You lose knowledge of %s.", spell);
2456 esrv_remove_spell (op->contr, spob);
2457 spob->destroy ();
2458 }
2459
2460 /**
2461 * Handles player applying a spellbook.
2462 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2463 * stuff like that. Random learning failure too.
2464 */
2465 static void
2466 apply_spellbook (object *op, object *tmp)
2467 {
2468 object *skop, *spell, *spell_skill;
2469
2470 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2471 {
2472 op->failmsg ("You are unable to read while blind.");
2473 return;
2474 }
2475
2476 /* artifact_spellbooks have 'slaying' field point to a spell name,
2477 * instead of having their spell stored in stats.sp. These are
2478 * legacy spellbooks
2479 */
2480 if (tmp->slaying)
2481 {
2482 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2483
2484 if (!spell)
2485 {
2486 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2487 return;
2488 }
2489 else
2490 insert_ob_in_ob (spell, tmp);
2491
2492 tmp->slaying = 0;
2493 }
2494
2495 skop = find_skill_by_name (op, tmp->skill);
2496
2497 /* need a literacy skill to learn spells. Also, having a literacy level
2498 * lower than the spell will make learning the spell more difficult */
2499 if (!skop)
2500 {
2501 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2502 return;
2503 }
2504
2505 spell = tmp->inv;
2506
2507 if (!spell)
2508 {
2509 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2510 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2511 return;
2512 }
2513
2514 int learn_level = sqrtf (spell->level) * 1.5f;
2515 if (skop->level < learn_level)
2516 {
2517 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2518 &tmp->skill, learn_level);
2519 return;
2520 }
2521
2522 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2523
2524 if (!tmp->flag [FLAG_IDENTIFIED])
2525 identify (tmp);
2526
2527 /* I removed the check for special_prayer_mark here - it didn't make
2528 * a lot of sense - special prayers are not found in spellbooks, and
2529 * if the player doesn't know the spell, doesn't make a lot of sense that
2530 * they would have a special prayer mark.
2531 */
2532 if (check_spell_known (op, spell->name))
2533 {
2534 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2535 return;
2536 }
2537
2538 if (spell->skill)
2539 {
2540 spell_skill = find_skill_by_name (op, spell->skill);
2541
2542 if (!spell_skill)
2543 {
2544 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2545 return;
2546 }
2547
2548 if (spell_skill->level < spell->level)
2549 {
2550 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2551 return;
2552 }
2553 }
2554
2555 /* Logic as follows
2556 *
2557 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2558 *
2559 * 2- The learner's skill level in literacy adjusts the chance to learn
2560 * a spell.
2561 *
2562 * 3 -Automatically fail to learn if you read while confused
2563 *
2564 * Overall, chances are the same but a player will find having a high
2565 * literacy rate very useful! -b.t.
2566 */
2567 if (op->flag [FLAG_CONFUSED])
2568 {
2569 op->failmsg ("In your confused state you flub the wording of the text!");
2570 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2571 }
2572 else if (tmp->flag [FLAG_STARTEQUIP] ||
2573 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2574 {
2575 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2576 do_learn_spell (op, spell, 0);
2577
2578 /* xp gain to literacy for spell learning */
2579 if (!tmp->flag [FLAG_STARTEQUIP])
2580 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2581 }
2582 else
2583 {
2584 op->contr->play_sound (sound_find ("fumble_spell"));
2585 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2586 }
2587
2588 tmp->decrease ();
2589 }
2590
2591 /**
2592 * Handles applying a spell scroll.
2593 */
2594 void
2595 apply_scroll (object *op, object *tmp, int dir)
2596 {
2597 object *skop;
2598
2599 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2600 {
2601 op->failmsg ("You are unable to read while blind.");
2602 return;
2603 }
2604
2605 if (!tmp->inv || tmp->inv->type != SPELL)
2606 {
2607 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2608 return;
2609 }
2610
2611 if (op->type == PLAYER)
2612 {
2613 /* players need a literacy skill to read stuff! */
2614 int exp_gain = 0;
2615
2616 /* hard code literacy - tmp->skill points to where the exp
2617 * should go for anything killed by the spell.
2618 */
2619 skop = find_skill_by_name (op, shstr_literacy);
2620
2621 if (!skop)
2622 {
2623 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2624 return;
2625 }
2626
2627 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2628 change_exp (op, exp_gain, skop->skill, 0);
2629 }
2630
2631 if (!tmp->flag [FLAG_IDENTIFIED])
2632 identify (tmp);
2633
2634 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2635
2636 cast_spell (op, tmp, dir, tmp->inv, NULL);
2637 tmp->decrease ();
2638 }
2639
2640 /**
2641 * Applies a treasure object - by default, chest. op
2642 * is the person doing the applying, tmp is the treasure
2643 * chest.
2644 */
2645 static void
2646 apply_treasure (object *op, object *tmp)
2647 {
2648 /* Nice side effect of this treasure creation method is that the treasure
2649 * for the chest is done when the chest is created, and put into the chest
2650 * inventory. So that when the chest burns up, the items still exist. Also
2651 * prevents people from moving chests to more difficult maps to get better
2652 * treasure
2653 */
2654 object *treas = tmp->inv;
2655
2656 if (!treas)
2657 {
2658 op->statusmsg ("The chest was empty.");
2659 tmp->decrease ();
2660 return;
2661 }
2662
2663 while (tmp->inv)
2664 {
2665 treas = tmp->inv;
2666 treas->remove ();
2667
2668 treas->x = op->x;
2669 treas->y = op->y;
2670 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2671
2672 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2673 spring_trap (treas, op);
2674
2675 /* If either player or container was destroyed, no need to do
2676 * further processing. I think this should be enclused with
2677 * spring trap above, as I don't think there is otherwise
2678 * any way for the treasure chest or player to get killed.
2679 */
2680 if (op->destroyed () || tmp->destroyed ())
2681 break;
2682 }
2683
2684 if (!tmp->destroyed () && !tmp->inv)
2685 tmp->decrease (true);
2686 }
2687
2688 /**
2689 * A dragon is eating some flesh. If the flesh contains resistances,
2690 * there is a chance for the dragon's skin to get improved.
2691 *
2692 * attributes:
2693 * object *op the object (dragon player) eating the flesh
2694 * object *meal the flesh item, getting chewed in dragon's mouth
2695 * return:
2696 * int 1 if eating successful, 0 if it doesn't work
2697 */
2698 static int
2699 dragon_eat_flesh (object *op, object *meal)
2700 {
2701 object *skin = NULL; /* pointer to dragon skin force */
2702 object *abil = NULL; /* pointer to dragon ability force */
2703 object *tmp = NULL; /* tmp. object */
2704
2705 double chance; /* improvement-chance of one resistance type */
2706 double totalchance = 1; /* total chance of gaining one resistance */
2707 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2708 double mbonus = 0; /* monster bonus */
2709 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2710 int winners = 0; /* number of winners */
2711 int i; /* index */
2712
2713 /* let's make sure and doublecheck the parameters */
2714 if (meal->type != FLESH || !op->is_dragon ())
2715 return 0;
2716
2717 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2718 from the player's inventory */
2719 for (tmp = op->inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE)
2721 if (tmp->arch->archname == shstr_dragon_skin_force)
2722 skin = tmp;
2723 else if (tmp->arch->archname == shstr_dragon_ability_force)
2724 abil = tmp;
2725
2726 /* if either skin or ability are missing, this is an old player
2727 which is not to be considered a dragon -> bail out */
2728 if (skin == NULL || abil == NULL)
2729 return 0;
2730
2731 /* now start by filling stomache and health, according to food-value */
2732 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2733 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2734 else
2735 op->stats.hp += meal->stats.food / 50;
2736
2737 min_it (op->stats.hp, op->stats.maxhp);
2738 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2739
2740 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2741
2742 /* on to the interesting part: chances for adding resistance */
2743 for (i = 0; i < NROFATTACKS; i++)
2744 {
2745 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2746 {
2747 /* got positive resistance, now calculate improvement chance (0-100) */
2748
2749 /* this bonus makes resistance increase easier at lower levels */
2750 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2751 if (i == abil->stats.exp)
2752 bonus += 5; /* additional bonus for resistance of ability-focus */
2753
2754 /* monster bonus increases with level, because high-level
2755 flesh is too rare */
2756 mbonus = op->level * 20. / ((double) settings.max_level);
2757
2758 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2759 ((double)settings.max_level)) - skin->resist[i];
2760
2761 if (chance >= 0.)
2762 chance += 1.;
2763 else
2764 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2765
2766 /* chance is proportional to amount of resistance (max. 50) */
2767 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2768
2769 /* doubled chance for resistance of ability-focus */
2770 if (i == abil->stats.exp)
2771 chance = min (100., chance * 2.);
2772
2773 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2774 if (rndm (10000) < (unsigned int)(chance * 100))
2775 {
2776 atnr_winner[winners] = i;
2777 winners++;
2778 }
2779
2780 if (chance >= 0.01)
2781 totalchance *= 1 - chance / 100;
2782
2783 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2784 }
2785 }
2786
2787 /* inverse totalchance as until now we have the failure-chance */
2788 totalchance = 100 - totalchance * 100;
2789
2790 /* print message according to totalchance */
2791 const char *buf;
2792 if (totalchance > 50.)
2793 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2794 else if (totalchance > 10.)
2795 buf = format ("The %s tasted very good.", &meal->name);
2796 else if (totalchance > 1.)
2797 buf = format ("The %s tasted good.", &meal->name);
2798 else if (totalchance > 0.1)
2799 buf = format ("The %s tasted bland.", &meal->name);
2800 else if (totalchance >= 0.01)
2801 buf = format ("The %s had a boring taste.", &meal->name);
2802 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2803 buf = format ("The %s tasted strange.", &meal->name);
2804 else
2805 buf = format ("The %s had no taste.", &meal->name);
2806
2807 op->statusmsg (buf);
2808
2809 /* now choose a winner if we have any */
2810 i = -1;
2811 if (winners > 0)
2812 i = atnr_winner [rndm (winners)];
2813
2814 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2815 {
2816 /* resistance increased! */
2817 skin->resist[i]++;
2818 op->update_stats ();
2819
2820 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2821 }
2822
2823 /* if this flesh contains a new ability focus, we mark it
2824 into the ability_force and it will take effect on next level */
2825 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2826 {
2827 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2828
2829 if (meal->last_eat != abil->stats.exp)
2830 op->statusmsg (format (
2831 "Your metabolism prepares to focus on %s!\n"
2832 "The change will happen at level %d.",
2833 change_resist_msg[meal->last_eat],
2834 abil->level + 1
2835 ));
2836 else
2837 {
2838 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2839 abil->last_eat = 0;
2840 }
2841 }
2842
2843 return 1;
2844 }
2845
2846 /**
2847 * op eats food.
2848 * If player, takes care of messages and dragon special food.
2849 */
2850 static void
2851 apply_food (object *op, object *tmp)
2852 {
2853 int capacity_remaining;
2854
2855 if (op->type != PLAYER)
2856 op->stats.hp = op->stats.maxhp;
2857 else
2858 {
2859 /* check if this is a dragon (player), eating some flesh */
2860 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2861 ;
2862 else
2863 {
2864 /* usual case - no dragon meal: */
2865 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2866 {
2867 if (tmp->type == FOOD || tmp->type == FLESH)
2868 op->failmsg ("You feel full, but what a waste of food!");
2869 else
2870 op->statusmsg ("Most of the drink goes down your face not your throat!");
2871 }
2872
2873 tmp->play_sound (
2874 tmp->sound
2875 ? tmp->sound
2876 : tmp->type == DRINK
2877 ? sound_find ("eat_drink")
2878 : sound_find ("eat_food")
2879 );
2880
2881 if (!tmp->flag [FLAG_CURSED])
2882 {
2883 const char *buf;
2884
2885 if (!op->is_dragon ())
2886 {
2887 /* eating message for normal players */
2888 if (tmp->type == DRINK)
2889 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2890 else
2891 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2892 }
2893 else
2894 /* eating message for dragon players */
2895 buf = format ("The %s tasted terrible!", &tmp->name);
2896
2897 op->statusmsg (buf);
2898
2899 capacity_remaining = MAX_FOOD - op->stats.food;
2900 op->stats.food += tmp->stats.food;
2901 if (capacity_remaining < tmp->stats.food)
2902 op->stats.hp += capacity_remaining / 50;
2903 else
2904 op->stats.hp += tmp->stats.food / 50;
2905
2906 min_it (op->stats.hp, op->stats.maxhp);
2907 min_it (op->stats.food, MAX_FOOD);
2908 }
2909
2910 /* special food hack -b.t. */
2911 if (tmp->title || tmp->flag [FLAG_CURSED])
2912 eat_special_food (op, tmp);
2913 }
2914 }
2915
2916 handle_apply_yield (tmp);
2917 tmp->decrease ();
2918 }
2919
2920 /**
2921 * Handles applying an improve armor scroll.
2922 * Does some sanity checks, then calls improve_armour.
2923 */
2924 static void
2925 apply_armour_improver (object *op, object *tmp)
2926 {
2927 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2928 {
2929 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2930 return;
2931 }
2932
2933 object *armor = op->mark ();
2934
2935 if (!armor)
2936 {
2937 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2938 return;
2939 }
2940
2941 if (armor->type != ARMOUR
2942 && armor->type != CLOAK
2943 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2944 {
2945 op->failmsg ("Your marked item is not armour!\n");
2946 return;
2947 }
2948
2949 if (!op->apply (armor, AP_UNAPPLY))
2950 {
2951 op->failmsg ("You are unable to take off your armour to improve it!");
2952 return;
2953 }
2954
2955 op->statusmsg ("Applying armour enchantment.");
2956 improve_armour (op, tmp, armor);
2957 }
2958
2959 void
2960 apply_poison (object *op, object *tmp)
2961 {
2962 // need to do it now when it is still on the map
2963 handle_apply_yield (tmp);
2964
2965 object *poison = tmp->split (1);
2966
2967 if (op->type == PLAYER)
2968 {
2969 op->contr->play_sound (sound_find ("drink_poison"));
2970 op->failmsg ("Yech! That tasted poisonous!");
2971 op->contr->killer = poison;
2972 }
2973
2974 if (poison->stats.hp > 0)
2975 {
2976 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2977 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2978 }
2979
2980 op->stats.food -= op->stats.food / 4;
2981 poison->destroy ();
2982 }
2983
2984 /**
2985 * This function will try to apply a lighter and in case no lighter
2986 * is specified it will try to find a lighter in the players inventory,
2987 * and inform him about this requirement.
2988 *
2989 * who - the player
2990 * op - the item we want to light
2991 * lighter - the lighter or 0 if a lighter has yet to be found
2992 */
2993 static object *
2994 auto_apply_lighter (object *who, object *op, object *lighter)
2995 {
2996 if (lighter == 0)
2997 {
2998 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2999 {
3000 if (tmp->type == LIGHTER)
3001 {
3002 lighter = tmp;
3003 break;
3004 }
3005 }
3006
3007 if (!lighter)
3008 {
3009 who->failmsgf (
3010 "You can't light up the %s with your bare hands! "
3011 "H<You need a lighter in your inventory, for example a flint and steel.>",
3012 &op->name
3013 );
3014 return 0;
3015 }
3016 }
3017
3018 // last_eat == 0 means the lighter is not being used up!
3019 if (lighter->last_eat && lighter->stats.food)
3020 {
3021 /* lighter gets used up */
3022 lighter = lighter->split ();
3023 lighter->stats.food--;
3024 who->insert (lighter);
3025 }
3026 else if (lighter->last_eat)
3027 {
3028 /* no charges left in lighter */
3029 who->failmsgf (
3030 "You attempt to light the %s with a used up %s.",
3031 &op->name, &lighter->name
3032 );
3033 return 0;
3034 }
3035
3036 return lighter;
3037 }
3038
3039 /**
3040 * Designed primarily to light torches/lanterns/etc.
3041 * Also burns up burnable material too. First object in the inventory is
3042 * the selected object to "burn". -b.t.
3043 */
3044 static void
3045 apply_lighter (object *who, object *lighter)
3046 {
3047 int is_player_env = 0;
3048
3049 if (object *item = who->mark ())
3050 {
3051 if (!auto_apply_lighter (who, item, lighter))
3052 return;
3053
3054 /* Perhaps we should split what we are trying to light on fire?
3055 * I can't see many times when you would want to light multiple
3056 * objects at once.
3057 */
3058
3059 save_throw_object (item, AT_FIRE, who);
3060
3061 if (item->destroyed ()
3062 || ((item->type == LAMP || item->type == TORCH)
3063 && item->glow_radius > 0))
3064 who->statusmsg (format (
3065 "You light the %s with the %s.",
3066 &item->name, &lighter->name
3067 ));
3068 else
3069 who->failmsgf (
3070 "You attempt to light the %s with the %s and fail.",
3071 &item->name, &lighter->name
3072 );
3073 }
3074 else
3075 who->failmsg ("You need to mark a lightable object.");
3076 }
3077
3078 /**
3079 * This function generates a cursed effect for cursed lamps and torches.
3080 */
3081 static void
3082 player_apply_lamp_cursed_effect (object *who, object *op)
3083 {
3084 if (op->level)
3085 {
3086 who->failmsgf (
3087 "The %s was cursed, it explodes in a big fireball!",
3088 &op->name
3089 );
3090 create_exploding_ball_at (who, op->level);
3091 }
3092 else
3093 {
3094 who->failmsgf (
3095 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3096 &op->name
3097 );
3098 }
3099
3100 op->destroy ();
3101 }
3102
3103 /**
3104 * Apply for players and lamps
3105 *
3106 * who - the player
3107 * op - the lamp
3108 */
3109 static void
3110 player_apply_lamp (object *who, object *op)
3111 {
3112 bool switch_on = op->glow_radius ? false : true;
3113
3114 if (switch_on)
3115 {
3116 object *lighter = 0;
3117
3118 if (op->flag [FLAG_IS_LIGHTABLE]
3119 && !(lighter = auto_apply_lighter (who, op, 0)))
3120 return;
3121
3122 if (op->stats.food < 1)
3123 {
3124 if (op->type == LAMP)
3125 who->failmsgf (
3126 "The %s is out of fuel! "
3127 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3128 &op->name
3129 );
3130 else
3131 who->failmsgf (
3132 "The %s is burnt out! "
3133 "H<Torches and similar items burn out and become worthless.>",
3134 &op->name
3135 );
3136 return;
3137 }
3138
3139 if (op->flag [FLAG_CURSED])
3140 {
3141 player_apply_lamp_cursed_effect (who, op);
3142 return;
3143 }
3144
3145 if (lighter)
3146 who->statusmsg (format (
3147 "You light up the %s with the %s.", &op->name, &lighter->name));
3148 else
3149 who->statusmsg (format ("You light up the %s.", &op->name));
3150 }
3151 else
3152 {
3153 if (op->flag [FLAG_CURSED])
3154 {
3155 player_apply_lamp_cursed_effect (who, op);
3156 return;
3157 }
3158
3159 if (op->type == TORCH)
3160 {
3161 if (!op->flag [FLAG_IS_LIGHTABLE])
3162 {
3163 who->statusmsg (format (
3164 "You put out the %s. "
3165 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3166 &op->name, &op->name));
3167 }
3168 else
3169 who->statusmsg (format (
3170 "You put out the %s."
3171 "H<Torches wear out if you put them out.>",
3172 &op->name));
3173 }
3174 else
3175 who->statusmsg (format ("You turn off the %s.", &op->name));
3176 }
3177
3178 apply_lamp (op, switch_on);
3179 }
3180
3181 void get_animation_from_arch (object *op, arch_ptr a)
3182 {
3183 op->animation_id = a->animation_id;
3184 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3185 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3186 op->anim_speed = a->anim_speed;
3187 op->last_anim = 0;
3188 op->state = 0;
3189 op->face = a->face;
3190
3191 if (NUM_ANIMATIONS(op) > 1)
3192 {
3193 SET_ANIMATION(op, 0);
3194 animate_object (op, op->direction);
3195 }
3196 else
3197 update_object (op, UP_OBJ_FACE);
3198 }
3199
3200 /**
3201 * Apply for LAMPs and TORCHes.
3202 *
3203 * op - the lamp
3204 * switch_on - a flag which says whether the lamp should be switched on or off
3205 */
3206 void apply_lamp (object *op, bool switch_on)
3207 {
3208 op->set_glow_radius (switch_on ? op->range : 0);
3209 op->set_speed (switch_on ? op->arch->speed : 0);
3210
3211 // torches wear out if you put them out
3212 if (op->type == TORCH && !switch_on)
3213 {
3214 if (op->flag [FLAG_IS_LIGHTABLE])
3215 {
3216 op->stats.food -= (double) op->arch->stats.food / 15;
3217 if (op->stats.food < 0)
3218 op->stats.food = 0;
3219 }
3220 else
3221 op->stats.food = 0;
3222 }
3223
3224 // lamps and torched get worthless when used up
3225 if (op->stats.food <= 0)
3226 op->value = 0;
3227
3228 // FIXME: This is a hack to make the more sane torches and lamps
3229 // still animated ;-/
3230 if (op->other_arch)
3231 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3232
3233 if (object *pl = op->visible_to ())
3234 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3235 }
3236
3237 /**
3238 * This handles items of type 'transformer'.
3239 * Basically those items, used with a marked item, transform both items into something
3240 * else.
3241 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3242 * Change information is contained in the 'slaying' field of the marked item.
3243 * The format is as follow: transformer:[number ]yield[;transformer:...].
3244 * This way an item can be transformed in many things, and/or many objects.
3245 * The 'slaying' field for transformer is used as verb for the action.
3246 */
3247 static void
3248 apply_item_transformer (object *pl, object *transformer)
3249 {
3250 object *new_item;
3251 const char *find;
3252 char *separator;
3253 int yield;
3254 char got[MAX_BUF];
3255 int len;
3256
3257 if (!pl || !transformer)
3258 return;
3259
3260 object *marked = pl->mark ();
3261
3262 if (!marked)
3263 {
3264 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3265 return;
3266 }
3267
3268 if (!marked->slaying)
3269 {
3270 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3271 return;
3272 }
3273
3274 /* check whether they are compatible or not */
3275 find = strstr (&marked->slaying, transformer->arch->archname);
3276 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3277 {
3278 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3279 return;
3280 }
3281
3282 find += strlen (transformer->arch->archname) + 1;
3283 /* Item can be used, now find how many and what it yields */
3284 if (isdigit (*(find)))
3285 {
3286 yield = atoi (find);
3287 if (yield < 1)
3288 {
3289 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3290 yield = 1;
3291 }
3292 }
3293 else
3294 yield = 1;
3295
3296 while (isdigit (*find))
3297 find++;
3298
3299 while (*find == ' ')
3300 find++;
3301
3302 memset (got, 0, MAX_BUF);
3303
3304 if ((separator = (char *) strchr (find, ';')))
3305 len = separator - find;
3306 else
3307 len = strlen (find);
3308
3309 min_it (len, MAX_BUF - 1);
3310
3311 strcpy (got, find);
3312 got[len] = '\0';
3313
3314 /* Now create new item, remove used ones when required. */
3315 new_item = get_archetype (got);
3316 if (!new_item)
3317 {
3318 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3319 return;
3320 }
3321
3322 new_item->nrof = yield;
3323
3324 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3325
3326 pl->insert (new_item);
3327 /* Eat up one item */
3328 marked->decrease ();
3329
3330 /* Eat one transformer if needed */
3331 if (transformer->stats.food)
3332 if (--transformer->stats.food == 0)
3333 transformer->decrease ();
3334 }
3335
3336 /**
3337 * Main apply handler.
3338 *
3339 * Checks for unpaid items before applying.
3340 *
3341 * Return value is currently not used
3342 *
3343 * who is the object that is causing object to be applied, op is the object
3344 * being applied.
3345 *
3346 * aflag is special (always apply/unapply) flags. Nothing is done with
3347 * them in this function - they are passed to apply_special
3348 */
3349 static bool
3350 manual_apply (object *who, object *op, int aflag)
3351 {
3352 op = op->head_ ();
3353
3354 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3355 {
3356 if (who->contr)
3357 {
3358 examine (who, op);
3359 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3360 return 1;
3361 }
3362 else
3363 return 0; /* monsters just skip unpaid items */
3364 }
3365
3366 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3367 return RESULT_INT (0);
3368 else if (apply_types_inv_only [op->type])
3369 {
3370 // special item, using slot system, needs to be in inv
3371 if (op->env == who)
3372 return apply_special (who, op, aflag);
3373
3374 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3375 }
3376 else if (!who->contr && apply_types_player_only [op->type])
3377 return 0; // monsters shouldn't try to apply player-only stuff
3378 else if (apply_types [op->type])
3379 {
3380 // ordinary stuff, may be on the floor
3381 switch (op->type)
3382 {
3383 case T_HANDLE:
3384 who->play_sound (sound_find ("turn_handle"));
3385 who->statusmsg ("You turn the handle.");
3386 op->value = op->value ? 0 : 1;
3387 SET_ANIMATION (op, op->value);
3388 update_object (op, UP_OBJ_FACE);
3389 push_button (op, who);
3390 break;
3391
3392 case TRIGGER:
3393 if (check_trigger (op, who, who))
3394 {
3395 who->statusmsg ("You turn the handle.");
3396 who->play_sound (sound_find ("turn_handle"));
3397 }
3398 else
3399 who->failmsg ("The handle doesn't move.");
3400
3401 break;
3402
3403 case EXIT:
3404 if (!EXIT_PATH (op))
3405 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3406 else
3407 {
3408 /* Don't display messages for random maps. */
3409 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3410 who->statusmsg (op->msg, NDI_NAVY);
3411
3412 who->enter_exit (op);
3413 }
3414
3415 break;
3416
3417 case INSCRIBABLE:
3418 who->statusmsg (op->msg);
3419 // maybe show a spell menu to chose from or something like that
3420 break;
3421
3422 case SIGN:
3423 apply_sign (who, op, 0);
3424 break;
3425
3426 case BOOK:
3427 apply_book (who, op);
3428 break;
3429
3430 case SKILLSCROLL:
3431 apply_skillscroll (who, op);
3432 break;
3433
3434 case SPELLBOOK:
3435 apply_spellbook (who, op);
3436 break;
3437
3438 case SCROLL:
3439 apply_scroll (who, op, 0);
3440 break;
3441
3442 case POTION:
3443 apply_potion (who, op);
3444 break;
3445
3446 /* Eneq(@csd.uu.se): Handle apply on containers. */
3447 //TODO: remove, as it is unsed?
3448 case CLOSE_CON:
3449 apply_container (who, op->env);
3450 break;
3451
3452 case CONTAINER:
3453 apply_container (who, op);
3454 break;
3455
3456 case TREASURE:
3457 apply_treasure (who, op);
3458 break;
3459
3460 case LAMP:
3461 case TORCH:
3462 player_apply_lamp (who, op);
3463 break;
3464
3465 case DRINK:
3466 case FOOD:
3467 case FLESH:
3468 apply_food (who, op);
3469 break;
3470
3471 case POISON:
3472 apply_poison (who, op);
3473 break;
3474
3475 case SAVEBED:
3476 break;
3477
3478 case ARMOUR_IMPROVER:
3479 apply_armour_improver (who, op);
3480 break;
3481
3482 case WEAPON_IMPROVER:
3483 check_improve_weapon (who, op);
3484 break;
3485
3486 case CLOCK:
3487 {
3488 timeofday_t tod;
3489
3490 get_tod (&tod);
3491 who->play_sound (sound_find ("sound_clock"));
3492 who->statusmsg (format (
3493 "It is %d minute%s past %d o'clock %s",
3494 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3495 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3496 ));
3497 }
3498 break;
3499
3500 case MENU:
3501 shop_listing (op, who);
3502 break;
3503
3504 case POWER_CRYSTAL:
3505 apply_power_crystal (who, op); /* see egoitem.c */
3506 break;
3507
3508 case LIGHTER: /* for lighting torches/lanterns/etc */
3509 apply_lighter (who, op);
3510 break;
3511
3512 case ITEM_TRANSFORMER:
3513 apply_item_transformer (who, op);
3514 break;
3515 }
3516
3517 return 1;
3518 }
3519 else
3520 {
3521 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3522 return 0;
3523 }
3524 }
3525
3526 /**
3527 * player_apply_below attempts to apply the object 'below' the player.
3528 * If the player has an open container, we use that for below, otherwise
3529 * we use the ground.
3530 */
3531 void
3532 player_apply_below (object *pl)
3533 {
3534 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3535
3536 /* If using a container, set the starting item to be the top
3537 * item in the container. Otherwise, use the map.
3538 */
3539
3540 // first try to apply "applyables"
3541 for (object *tmp = top; tmp; tmp = tmp->below)
3542 if (!tmp->invisible && apply_types [tmp->type])
3543 {
3544 // If it is visible, player can apply it.
3545 pl->apply (tmp);
3546 return;
3547 }
3548
3549 while (top && top->invisible)
3550 top = top->below;
3551
3552 if (!top || top->flag [FLAG_IS_FLOOR])
3553 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3554 "H<There is nothing here that you can apply.>");
3555 else
3556 // next, try to explain the topmost object
3557 switch (top->type)
3558 {
3559 // TODO: all this should move to examine
3560 case ALTAR:
3561 case IDENTIFY_ALTAR:
3562 case TRIGGER_ALTAR:
3563 case CONVERTER:
3564 //case TRIGGER_PEDESTAL:
3565 pl->failmsgf (
3566 "You see no obvious mechanism on the %s."
3567 "H<You have to drop one or more specific items here.>",
3568 query_short_name (top)
3569 );
3570 break;
3571
3572 case BUTTON:
3573 case TRIGGER_BUTTON:
3574 pl->failmsgf (
3575 "The %s looks as if you could activate it with somehting heavy. "
3576 "H<You must put enough items here to activate it.>",
3577 query_short_name (top)
3578 );
3579 break;
3580
3581 default:
3582 examine (pl, top);
3583 break;
3584 }
3585 }
3586
3587 // saner interface, returns successful status
3588 bool
3589 object::apply (object *ob, int aflags)
3590 {
3591 if (!ob) // simplifies a lot of callers
3592 return true;
3593
3594 if (contr)
3595 {
3596 if (!ob->env && (move_type & MOVE_FLYING))
3597 {
3598 /* player is flying and applying object not in inventory */
3599 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3600 {
3601 failmsg ("But you are floating high above the ground! "
3602 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3603 "or waiting till the levitation effect wears off.>");
3604 return 0;
3605 }
3606 }
3607
3608 contr->last_used = ob;
3609 }
3610
3611 bool want_apply =
3612 aflags & AP_APPLY ? true
3613 : aflags & AP_UNAPPLY ? false
3614 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3615
3616 object_ptr *slot = 0;
3617
3618 // detect the slot, if this is a player
3619 if (contr && !(aflags & AP_NO_SLOT))
3620 {
3621 object *oslot;
3622
3623 switch (ob->type)
3624 {
3625 case WEAPON:
3626 slot = &contr->combat_ob;
3627 oslot = contr->ranged_ob;
3628 break;
3629
3630 case RANGED:
3631 case BOW:
3632 case SPELL:
3633 case WAND:
3634 case ROD:
3635 case HORN:
3636 case BUILDER:
3637 slot = &contr->ranged_ob;
3638 oslot = contr->combat_ob;
3639 break;
3640
3641 // oh, the humanity
3642 case SKILL:
3643 // skill is used on it's own, as opposed to being a chosen_skill
3644
3645 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3646 {
3647 failmsgf (
3648 "You feel as if you wanted to do something funny, but you can't remember what. "
3649 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3650 "It cannot be used on its own.>",
3651 &ob->skill
3652 );
3653 return 1;
3654 }
3655
3656 if (skill_flags [ob->subtype] & SF_AUTARK
3657 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3658 {
3659 if (skill_flags [ob->subtype] & SF_USE)
3660 failmsgf (
3661 "You feel as if you wanted to do something funny, but you can't remember what. "
3662 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3663 &ob->skill, &ob->skill
3664 );
3665 else
3666 failmsgf (
3667 "You feel as if you wanted to do something funny, but you can't remember what. "
3668 "H<The %s skill cannot be readied or used, it is always active.>",
3669 &ob->skill
3670 );
3671
3672 return 1;
3673 }
3674
3675 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_COMBAT)
3679 {
3680 slot = &contr->combat_ob;
3681 oslot = contr->ranged_ob;
3682 }
3683 else if (skill_flags [ob->subtype] & SF_RANGED)
3684 {
3685 slot = &contr->ranged_ob;
3686 oslot = contr->combat_ob;
3687 }
3688
3689 break;
3690 }
3691
3692 // now handle slot exclusions
3693 if (slot)
3694 {
3695 // only one slot can be active
3696 if (want_apply)
3697 {
3698 // clear slot unless we are in it already
3699 if (*slot != ob)
3700 apply (*slot, AP_UNAPPLY);
3701
3702 // unapply other slot, because we want to become active
3703 apply (oslot, AP_UNAPPLY);
3704 }
3705
3706 // clear item from slot if applied
3707 if (!want_apply && current_weapon == ob)
3708 current_weapon = 0;
3709 }
3710 }
3711
3712 if (ob->flag [FLAG_APPLIED] != want_apply)
3713 manual_apply (this, ob, aflags);
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 return false;
3717
3718 if (slot && want_apply)
3719 current_weapon = *slot = ob;
3720
3721 return true;
3722 }
3723
3724 /**
3725 * Map was just loaded, handle op's initialisation.
3726 *
3727 * Generates shop floor's item, and treasures.
3728 */
3729 int
3730 auto_apply (object *op)
3731 {
3732 object *tmp = NULL, *tmp2;
3733 int i;
3734
3735 op->clr_flag (FLAG_AUTO_APPLY);
3736
3737 switch (op->type)
3738 {
3739 case SHOP_FLOOR:
3740 if (!op->has_random_items ())
3741 return 0;
3742
3743 do
3744 {
3745 i = 10; /* let's give it 10 tries */
3746 while ((tmp = generate_treasure (op->randomitems,
3747 op->stats.exp
3748 ? (int) op->stats.exp
3749 : max (op->map->difficulty, 5)))
3750 == NULL && --i);
3751
3752 if (tmp == NULL)
3753 return 0;
3754
3755 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3756 {
3757 tmp->destroy ();
3758 tmp = NULL;
3759 }
3760 }
3761 while (!tmp);
3762
3763 tmp->x = op->x;
3764 tmp->y = op->y;
3765 tmp->set_flag (FLAG_UNPAID);
3766 insert_ob_in_map (tmp, op->map, NULL, 0);
3767 identify (tmp);
3768 break;
3769
3770 case TREASURE:
3771 if (op->flag [FLAG_IS_A_TEMPLATE])
3772 return 0;
3773
3774 while (op->stats.hp-- > 0)
3775 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3776 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3777
3778 /* If we generated an object and put it in this object inventory,
3779 * move it to the parent object as the current object is about
3780 * to disappear. An example of this item is the random_* stuff
3781 * that is put inside other objects.
3782 */
3783 if (op->env)
3784 while (op->inv)
3785 op->env->insert (op->inv);
3786
3787 op->destroy ();
3788 break;
3789 }
3790
3791 return !!tmp;
3792 }
3793
3794 /**
3795 * fix_auto_apply goes through the entire map every time a map
3796 * is loaded or swapped in and performs special actions for
3797 * certain objects (most initialization of chests and creation of
3798 * treasures and stuff). Calls auto_apply if appropriate.
3799 */
3800 void
3801 maptile::fix_auto_apply ()
3802 {
3803 if (!spaces)
3804 return;
3805
3806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3807 for (object *tmp = ms->bot; tmp; )
3808 {
3809 object *above = tmp->above;
3810
3811 if (tmp->inv)
3812 {
3813 object *invtmp, *invnext;
3814
3815 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3816 {
3817 invnext = invtmp->below;
3818
3819 if (invtmp->flag [FLAG_AUTO_APPLY])
3820 auto_apply (invtmp);
3821 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3822 {
3823 while (invtmp->stats.hp-- > 0)
3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3825
3826 invtmp->randomitems = NULL;
3827 }
3828 else if (invtmp && invtmp->arch
3829 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3830 {
3831 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3832 /* Need to clear this so that we never try to create
3833 * treasure again for this object
3834 */
3835 invtmp->randomitems = NULL;
3836 }
3837 }
3838
3839 /* This is really temporary - the code at the bottom will
3840 * also set randomitems to null. The problem is there are bunches
3841 * of maps/players already out there with items that have spells
3842 * which haven't had the randomitems set to null yet.
3843 * MSW 2004-05-13
3844 *
3845 * And if it's a spellbook, it's better to set randomitems to NULL too,
3846 * else you get two spells in the book ^_-
3847 * Ryo 2004-08-16
3848 */
3849 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3850 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3851 tmp->randomitems = NULL;
3852 }
3853
3854 if (tmp->flag [FLAG_AUTO_APPLY])
3855 auto_apply (tmp);
3856 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3857 {
3858 while ((tmp->stats.hp--) > 0)
3859 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3860 tmp->randomitems = NULL;
3861 }
3862 else if (tmp->type == TIMED_GATE)
3863 {
3864 object *head = tmp->head != NULL ? tmp->head : tmp;
3865
3866 if (head->flag [FLAG_IS_LINKED])
3867 tmp->set_speed (0);
3868 }
3869 /* This function can be called everytime a map is loaded, even when
3870 * swapping back in. As such, we don't want to create the treasure
3871 * over and ove again, so after we generate the treasure, blank out
3872 * randomitems so if it is swapped in again, it won't make anything.
3873 * This is a problem for the above objects, because they have counters
3874 * which say how many times to make the treasure.
3875 */
3876 else if (tmp && tmp->arch && tmp->type != PLAYER
3877 && tmp->type != TREASURE && tmp->type != SPELL
3878 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3879 {
3880 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3881 tmp->randomitems = NULL;
3882 }
3883
3884 // close all containers
3885 else if (tmp->type == CONTAINER)
3886 tmp->flag [FLAG_APPLIED] = 0;
3887
3888 tmp = above;
3889 }
3890
3891 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3892 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3893 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3894 check_trigger (tmp, tmp->above, tmp->above);
3895 }
3896
3897 /**
3898 * Handles player eating food that temporarily changes status (resistances, stats).
3899 * This used to call cast_change_attr(), but
3900 * that doesn't work with the new spell code. Since we know what
3901 * the food changes, just grab a force and use that instead.
3902 */
3903 void
3904 eat_special_food (object *who, object *food)
3905 {
3906 object *force;
3907 int i, did_one = 0;
3908
3909 char buf[64];
3910 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3911 shstr key (buf);
3912
3913 /* bigger morsel of food = longer effect time */
3914 int duration = TIME2TICK (food->stats.food);
3915
3916 if (force = who->force_find (key))
3917 {
3918 if (duration > fabs (force->speed_left / force->speed))
3919 {
3920 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));
3921 force->force_set_timer (duration);
3922 }
3923 else
3924 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3925
3926 return;
3927 }
3928 else
3929 {
3930 force = who->force_add (key, duration);
3931 force->name = key;
3932
3933 /* check if the food affects a stat */
3934 for (i = 0; i < NUM_STATS; i++)
3935 if (sint8 k = food->stats.stat (i))
3936 {
3937 force->stats.stat (i) = k;
3938 did_one = 1;
3939 }
3940
3941 /* check if we can protect the eater */
3942 for (i = 0; i < NROFATTACKS; i++)
3943 {
3944 if (food->resist[i] > 0)
3945 {
3946 force->resist[i] = food->resist[i];
3947 did_one = 1;
3948 }
3949 }
3950
3951 if (did_one)
3952 {
3953 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));
3954
3955 /* make the force take effect and report effects to user */
3956 change_abil (who, force);
3957 }
3958 else
3959 force->destroy ();
3960 }
3961
3962 /* check for hp, sp change */
3963 if (food->stats.hp != 0)
3964 {
3965 if (food->flag [FLAG_CURSED])
3966 {
3967 who->contr->killer = food;
3968 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3969 who->failmsg ("Eck!...that was poisonous!");
3970 }
3971 else
3972 {
3973 if (food->stats.hp > 0)
3974 who->statusmsg ("You begin to feel better.");
3975 else
3976 who->failmsg ("Eck!...that was poisonous!");
3977
3978 who->stats.hp += food->stats.hp;
3979 }
3980 }
3981
3982 if (food->stats.sp != 0)
3983 {
3984 if (food->flag [FLAG_CURSED])
3985 {
3986 who->failmsg ("You are drained of mana!");
3987 who->stats.sp -= food->stats.sp;
3988 if (who->stats.sp < 0)
3989 who->stats.sp = 0;
3990 }
3991 else
3992 {
3993 who->statusmsg ("You feel a rush of magical energy!");
3994 who->stats.sp += food->stats.sp;
3995 /* place limit on max sp from food? */
3996 }
3997 }
3998
3999 who->update_stats ();
4000 }
4001
4002 void
4003 apply_changes_to_player (object *pl, object *change)
4004 {
4005 int excess_stat = 0; /* if the stat goes over the maximum
4006 for the race, put the excess stat some
4007 where else. */
4008
4009 switch (change->type)
4010 {
4011 case CLASS:
4012 {
4013 living *stats = &(pl->contr->orig_stats);
4014 living *ns = &(change->stats);
4015 object *walk;
4016 int flag_change_face = 1;
4017
4018 /* the following code assigns stats up to the stat max
4019 * for the race, and if the stat max is exceeded,
4020 * tries to randomly reassign the excess stat
4021 */
4022 int i, j;
4023
4024 for (i = 0; i < NUM_STATS; i++)
4025 {
4026 int race_bonus = pl->arch->stats.stat (i);
4027 sint8 stat = stats->stat (i) + ns->stat (i);
4028
4029 if (stat > 20 + race_bonus)
4030 {
4031 excess_stat++;
4032 stat = 20 + race_bonus;
4033 }
4034
4035 stats->stat (i) = stat;
4036 }
4037
4038 for (j = 0; excess_stat > 0 && j < 100; j++)
4039 { /* try 100 times to assign excess stats */
4040 int i = rndm (0, 6);
4041
4042 if (i == CHA)
4043 continue; /* exclude cha from this */
4044
4045 int stat = stats->stat (i);
4046 int race_bonus = pl->arch->stats.stat (i);
4047 if (stat < 20 + race_bonus)
4048 {
4049 change_attr_value (stats, i, 1);
4050 excess_stat--;
4051 }
4052 }
4053
4054 /* insert the randomitems from the change's treasurelist into
4055 * the player ref: player.c
4056 */
4057 if (change->randomitems)
4058 give_initial_items (pl, change->randomitems);
4059
4060 /* set up the face, for some races. */
4061
4062 /* first, look for the force object banning
4063 * changing the face. Certain races never change face with class.
4064 */
4065 for (walk = pl->inv; walk; walk = walk->below)
4066 if (walk->name == shstr_NOCLASSFACECHANGE)
4067 flag_change_face = 0;
4068
4069 if (flag_change_face)
4070 {
4071 pl->face = change->face;
4072 pl->animation_id = change->animation_id;
4073 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4074 }
4075
4076 /* check the special case of can't use weapons */
4077 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4078 if (change->name == shstr_monk)
4079 pl->clr_flag (FLAG_USE_WEAPON);
4080
4081 break;
4082 }
4083 }
4084 }
4085