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Revision: 1.266
Committed: Tue May 25 02:49:11 2010 UTC (13 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.265: +2 -1 lines
Log Message:
converter

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