ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.286
Committed: Wed Dec 5 21:18:48 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.285: +6 -3 lines
Log Message:
*** empty log message ***

File Contents

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