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Revision: 1.176
Committed: Sun Dec 28 06:59:27 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.175: +2 -15 lines
Log Message:
smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = op->subtype & 1;
59 name_flag = op->subtype & 2;
60 race_flag = op->subtype & 4;
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 }
168
169 /**
170 * Handles applying a potion.
171 */
172 int
173 apply_potion (object *op, object *tmp)
174 {
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401 }
402
403 /****************************************************************************
404 * Weapon improvement code follows
405 ****************************************************************************/
406
407 /**
408 * This returns the sum of nrof of item (arch name).
409 */
410 static int
411 check_item (object *op, const char *item)
412 {
413 int count = 0;
414
415 if (!item)
416 return 0;
417
418 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof;
429 }
430 }
431 }
432
433 return count;
434 }
435
436 /**
437 * This removes 'nrof' of what item->slaying says to remove.
438 * op is typically the player, which is only
439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects.
441 */
442 static void
443 eat_item (object *op, const char *item, uint32 nrof)
444 {
445 object *prev;
446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (strcmp (op->arch->archname, item) == 0)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
468 prev = op;
469 op = op->below;
470 }
471 }
472
473 /**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480 static int
481 check_weapon_power (const object *who, int improvs)
482 {
483 /* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487 #if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493 #else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521 #endif
522 }
523
524 /**
525 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */
528 static int
529 check_sacrifice (object *op, const object *improver)
530 {
531 int count = 0;
532
533 if (improver->slaying)
534 {
535 count = check_item (op, improver->slaying);
536 if (count < 1)
537 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
539 return 0;
540 }
541 }
542 else
543 count = 1;
544
545 return count;
546 }
547
548 /**
549 * Actually improves the weapon, and tells user.
550 */
551 static int
552 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
553 {
554 stat += sacrifice_count;
555 weapon->last_eat++;
556 improver->decrease ();
557
558 /* So it updates the players stats and the window */
559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
567 return 1;
568 }
569
570 /* Types of improvements, hidden in the sp field. */
571 #define IMPROVE_PREPARE 1
572 #define IMPROVE_DAMAGE 2
573 #define IMPROVE_WEIGHT 3
574 #define IMPROVE_ENCHANT 4
575 #define IMPROVE_STR 5
576 #define IMPROVE_DEX 6
577 #define IMPROVE_CON 7
578 #define IMPROVE_WIS 8
579 #define IMPROVE_CHA 9
580 #define IMPROVE_INT 10
581 #define IMPROVE_POW 11
582
583 /**
584 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on.
586 */
587 int
588 prepare_weapon (object *op, object *improver, object *weapon)
589 {
590 int sacrifice_count, i;
591 char buf[MAX_BUF];
592
593 if (weapon->level != 0)
594 {
595 op->failmsg ("Weapon is already prepared!");
596 return 0;
597 }
598
599 for (i = 0; i < NROFATTACKS; i++)
600 if (weapon->resist[i])
601 break;
602
603 /* If we break out, i will be less than nrofattacks, preventing
604 * improvement of items that already have protections.
605 */
606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
608 weapon->stats.exp || /* speed */
609 weapon->stats.ac) /* AC - only taifu's I think */
610 {
611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
614 return 0;
615 }
616
617 sacrifice_count = check_sacrifice (op, improver);
618 if (sacrifice_count <= 0)
619 return 0;
620
621 weapon->level = isqrt (sacrifice_count);
622 eat_item (op, improver->slaying, sacrifice_count);
623
624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
629
630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
631 weapon->name = weapon->name_pl = buf;
632 weapon->nrof = 0; /* prevents preparing n weapons in the same
633 slot at once! */
634 improver->decrease ();
635 weapon->last_eat = 0;
636 return 1;
637 }
638
639 /**
640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
641 * This is the new improve weapon code.
642 * Returns 0 if it was not able to work for some reason.
643 *
644 * Checks if weapon was prepared, if enough potions on the floor, ...
645 *
646 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve
649 */
650 int
651 improve_weapon (object *op, object *improver, object *weapon)
652 {
653 int sacrifice_count, sacrifice_needed = 0;
654
655 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon);
657
658 if (weapon->level == 0)
659 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
661 return 0;
662 }
663
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
665 {
666 op->failmsg ("This weapon cannot be improved any more.");
667 return 0;
668 }
669
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
671 {
672 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you "
674 "really want to improve it.");
675 return 0;
676 }
677
678 /* This just increases damage by 5 points, no matter what. No sacrifice
679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680 * don't put any maximum value on damage - the limit is how much the
681 * weapon can be improved.
682 */
683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
685 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */
687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
688 weapon->last_eat++;
689
690 weapon->item_power++;
691 improver->decrease ();
692 return 1;
693 }
694
695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
697 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1)
700 weapon->weight = 1;
701
702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++;
704 weapon->item_power++;
705 improver->decrease ();
706 return 1;
707 }
708
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 improver->decrease ();
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0;
731 }
732
733 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++;
735
736 switch (improver->stats.sp)
737 {
738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
745 default:
746 op->failmsg ("Unknown improvement type.");
747 }
748
749 LOG (llevError, "improve_weapon: Got to end of function\n");
750 return 0;
751 }
752
753 /**
754 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work.
757 */
758 int
759 check_improve_weapon (object *op, object *tmp)
760 {
761 object *otmp;
762
763 if (op->type != PLAYER)
764 return 0;
765
766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767 {
768 op->failmsg ("Something blocks the magic of the scroll!");
769 return 0;
770 }
771
772 otmp = find_marked_object (op);
773
774 if (!otmp)
775 {
776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0;
778 }
779
780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
782 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0;
784 }
785
786 op->statusmsg ("Applied weapon builder.");
787
788 improve_weapon (op, tmp, otmp);
789 esrv_send_item (op, otmp);
790 return 1;
791 }
792
793 /**
794 * This code deals with the armour improvment scrolls.
795 * Change limits on improvement - let players go up to
796 * +5 no matter what level, but they are limited by item
797 * power.
798 * Try to use same improvement code as in the common/treasure.c
799 * file, so that if you make a +2 full helm, it will be just
800 * the same as one you find in a shop.
801 *
802 * deprecated comment:
803 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
804 * only 'enchantment' of armour is possible - improving
805 * the stats of a player w/ armour as well as a weapon
806 * will probably horribly unbalance the game. Magic enchanting
807 * depends on the level of the character - ie the plus
808 * value (magic) of the armour can never be increased beyond
809 * the level of the character / 10 -- rounding upish, nor may
810 * the armour value of the piece of equipment exceed either
811 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now.
814 */
815 int
816 improve_armour (object *op, object *improver, object *armour)
817 {
818 object *tmp;
819
820 if (armour->magic >= settings.armor_max_enchant)
821 {
822 op->failmsg ("This armour can not be enchanted any further!");
823 return 0;
824 }
825
826 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
827 * etc), so take the easy way out and don't worry about it.
828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
829 * of gnarg and what not?)
830 */
831 if (armour->title)
832 {
833 op->failmsg ("This armour will not accept further enchantment.");
834 return 0;
835 }
836
837 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge.
839 */
840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841
842 armour->magic++;
843
844 if (!settings.armor_speed_linear)
845 {
846 int base = 100;
847 int pow = 0;
848
849 while (pow < armour->magic)
850 {
851 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++;
853 }
854
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 }
857 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859
860 if (!settings.armor_weight_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++;
869 }
870
871 armour->weight = (armour->arch->weight * base) / 100;
872 }
873 else
874 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875
876 if (armour->weight <= 0)
877 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1;
880 }
881
882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883
884 if (op->type == PLAYER)
885 {
886 esrv_send_item (op, armour);
887
888 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats ();
890 }
891
892 improver->decrease ();
893
894 if (tmp)
895 op->insert (tmp);
896
897 return 1;
898 }
899
900 /*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken.
903 *
904 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything.
908 */
909 static int
910 convert_item (object *item, object *converter)
911 {
912 sint64 nr, price_in;
913
914 if (item->flag [FLAG_UNPAID])
915 return 0;
916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
921
922 /* We make some assumptions - we assume if it takes money as it type,
923 * it wants some amount. We don't make change (ie, if something costs
924 * 3 gp and player drops a platinum, tough luck)
925 */
926 if (conv_from == shstr_money)
927 {
928 if (item->type != MONEY)
929 return 0;
930
931 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr)
933 return 0;
934
935 converter->play_sound (sound_find ("shop_buy"));
936
937 sint64 cost = (nr * need + item->value - 1) / item->value;
938
939 item->decrease (cost);
940
941 price_in = cost * item->value;
942 }
943 else
944 {
945 if (item->type == PLAYER
946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
948 return 0;
949
950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
953 {
954 nr = sint64 (item->nrof) / need;
955 item->decrease (nr * need);
956 price_in = nr * need * item->value;
957 }
958 else
959 {
960 price_in = item->value;
961 item->destroy ();
962 }
963 }
964
965 if (converter->inv)
966 {
967 object *ob;
968 int i;
969 object *ob_to_copy;
970
971 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 if (rndm (0, i) == 0)
975 ob_to_copy = ob;
976
977 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 }
981 else
982 {
983 if (!conv_to)
984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1;
988 }
989
990 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 }
993
994 if (give)
995 item->nrof = give;
996
997 if (nr)
998 item->nrof *= nr;
999
1000 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1011 else if (price_in < sint64 (item->nrof) * item->value)
1012 {
1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1015 /**
1016 * elmex: we are going to let the game continue, as the mapcreator
1017 * hopefully had something in mind when doing this.
1018 */
1019 }
1020
1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1027 return 1;
1028 }
1029
1030 /**
1031 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se).
1033 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1034 * added the alchemical cauldron to the code -b.t.
1035 */
1036 int
1037 apply_container (object *op, object *sack)
1038 {
1039 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */
1041
1042 if (!sack || sack->type != CONTAINER)
1043 {
1044 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1045 return 0;
1046 }
1047
1048 op->contr->last_used = 0;
1049
1050 if (sack->env && sack->env != op)
1051 {
1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1053 return 1;
1054 }
1055
1056 // already applied == open on ground, or open in inv, or active in inv
1057 if (sack->flag [FLAG_APPLIED])
1058 {
1059 if (op->container == sack)
1060 {
1061 // open on ground or inv, so close
1062 op->close_container ();
1063 return 1;
1064 }
1065 else if (!sack->env)
1066 {
1067 // active, but not ours: some other player has opened it
1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1069 return 1;
1070 }
1071
1072 // fall through to opening it (active in inv)
1073 }
1074 else if (sack->env)
1075 {
1076 // it is in our env, so activate it, do not open yet
1077 op->close_container ();
1078 sack->flag [FLAG_APPLIED] = 1;
1079 esrv_update_item (UPD_FLAGS, op, sack);
1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1081 return 1;
1082 }
1083
1084 // it's locked?
1085 if (sack->slaying)
1086 {
1087 if (object *tmp = find_key (op, op, sack))
1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1089 else
1090 {
1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1092 return 1;
1093 }
1094 }
1095
1096 op->open_container (sack);
1097
1098 return 1;
1099 }
1100
1101 /**
1102 * Handles dropping things on altar.
1103 * Returns true if sacrifice was accepted.
1104 */
1105 static int
1106 apply_altar (object *altar, object *sacrifice, object *originator)
1107 {
1108 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0;
1111
1112 if (operate_altar (altar, &sacrifice))
1113 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * with an altar. We call it a Potion - altars are stationary - it
1116 * is up to map designers to use them properly.
1117 */
1118 if (altar->inv && altar->inv->type == SPELL)
1119 {
1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1122 /* If it is connected, push the button. Fixes some problems with
1123 * old maps.
1124 */
1125
1126 /* push_button (altar);*/
1127 }
1128 else
1129 {
1130 altar->value = 1; /* works only once */
1131 push_button (altar);
1132 }
1133
1134 return !sacrifice;
1135 }
1136 else
1137 return 0;
1138 }
1139
1140 /**
1141 * Handles 'movement' of shop mats.
1142 * Returns 1 if 'op' was destroyed, 0 if not.
1143 * Largely re-written to not use nearly as many gotos, plus
1144 * some of this code just looked plain out of date.
1145 * MSW 2001-08-29
1146 */
1147 int
1148 apply_shop_mat (object *shop_mat, object *op)
1149 {
1150 int rv = 0;
1151 double opinion;
1152 object *tmp, *next;
1153
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155
1156 bool has_unpaid = false;
1157
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID])
1162 {
1163 has_unpaid = true;
1164 break;
1165 }
1166
1167 if (op->type != PLAYER)
1168 {
1169 /* Remove all the unpaid objects that may be carried here.
1170 * This could be pets or monsters that are somehow in
1171 * the shop.
1172 */
1173 for (tmp = op->inv; tmp; tmp = next)
1174 {
1175 next = tmp->below;
1176
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 {
1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1180
1181 tmp->remove ();
1182
1183 if (i == -1)
1184 i = 0;
1185
1186 tmp->map = op->map;
1187 tmp->x = op->x + freearr_x[i];
1188 tmp->y = op->y + freearr_y[i];
1189 insert_ob_in_map (tmp, op->map, op, 0);
1190 }
1191 }
1192
1193 /* Don't teleport things like spell effects */
1194 if (QUERY_FLAG (op, FLAG_NO_PICK))
1195 return 0;
1196
1197 /* unpaid objects, or non living objects, can't transfer by
1198 * shop mats. Instead, put it on a nearby space.
1199 */
1200 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1201 {
1202 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1203 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1204
1205 if (i != -1)
1206 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1207
1208 return 0;
1209 }
1210 /* Removed code that checked for multipart objects - it appears that
1211 * the teleport function should be able to handle this just fine.
1212 */
1213 rv = teleport (shop_mat, SHOP_MAT, op);
1214 }
1215 else if (can_pay (op) && get_payment (op))
1216 {
1217 /* this is only used for players */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219
1220 if (has_unpaid)
1221 op->contr->play_sound (sound_find ("shop_buy"));
1222 else if (is_in_shop (op))
1223 op->contr->play_sound (sound_find ("shop_enter"));
1224 else
1225 op->contr->play_sound (sound_find ("shop_leave"));
1226
1227 if (shop_mat->msg)
1228 op->statusmsg (shop_mat->msg);
1229 /* This check below is a bit simplistic - generally it should be correct,
1230 * but there is never a guarantee that the bottom space on the map is
1231 * actually the shop floor.
1232 */
1233 else if (!rv && !is_in_shop (op))
1234 {
1235 opinion = shopkeeper_approval (op->map, op);
1236
1237 op->statusmsg (
1238 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1239 : opinion >= 0.75 ? "The shopkeeper waves to you."
1240 : opinion >= 0.50 ? "The shopkeeper ignores you."
1241 : "The shopkeeper glares at you with contempt."
1242 );
1243 }
1244 }
1245 else
1246 {
1247 /* if we get here, a player tried to leave a shop but was not able
1248 * to afford the items he has. We try to move the player so that
1249 * they are not on the mat anymore
1250 */
1251 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1252
1253 if (i == -1)
1254 LOG (llevError, "Internal shop-mat problem.\n");
1255 else
1256 {
1257 op->remove ();
1258 op->x += freearr_x[i];
1259 op->y += freearr_y[i];
1260 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_NO_APPLY);
1265 return rv;
1266 }
1267
1268 /**
1269 * Handles applying a sign.
1270 */
1271 static void
1272 apply_sign (object *op, object *sign, int autoapply)
1273 {
1274 if (sign->has_dialogue ())
1275 {
1276 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1277 return;
1278 }
1279
1280 if (!sign->msg)
1281 {
1282 op->statusmsg ("Nothing is written on it.");
1283 return;
1284 }
1285
1286 if (sign->stats.food)
1287 {
1288 if (sign->last_eat >= sign->stats.food)
1289 {
1290 if (!sign->move_on)
1291 op->statusmsg ("You cannot read it anymore.");
1292
1293 return;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1297 sign->last_eat++;
1298 }
1299
1300 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1301 * No way to know for sure. The presumption is basically that if
1302 * move_on is zero, it needs to be manually applied (doesn't talk
1303 * to us).
1304 */
1305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1306 {
1307 op->failmsg ("You are unable to read while blind!");
1308 return;
1309 }
1310
1311 if (op->contr)
1312 if (client *ns = op->contr->ns)
1313 {
1314 if (sign->sound)
1315 ns->play_sound (sign->sound);
1316 else if (autoapply)
1317 ns->play_sound (sound_find ("msg_voice"));
1318
1319 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1320 }
1321 }
1322
1323 static void
1324 move_apply_hole (object *trap, object *victim)
1325 {
1326 /* Hole not open? */
1327 if (trap->stats.wc > 0)
1328 return;
1329
1330 /* Is this a multipart monster and not the head? If so, return.
1331 * Processing will happen if the head runs into the pit
1332 */
1333 if (victim->head)
1334 return;
1335
1336 // now find all possible locations and randomly pick one
1337 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1338 trap->range >= 3 ? SIZEOFFREE3 + 1
1339 : trap->range >= 2 ? SIZEOFFREE2 + 1
1340 : trap->range >= 1 ? SIZEOFFREE1 + 1
1341 : SIZEOFFREE0 + 1);
1342
1343 if (dir < 0)
1344 return;
1345
1346 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1347 victim->statusmsg ("You fall through the hole!", NDI_RED);
1348
1349 transfer_ob (victim,
1350 EXIT_X (trap) + freearr_x[dir],
1351 EXIT_Y (trap) + freearr_y[dir],
1352 0, victim);
1353 }
1354
1355 /**
1356 * 'victim' moves onto 'trap'
1357 * 'victim' leaves 'trap'
1358 * effect is determined by move_on/move_off of trap and move_type of victime.
1359 *
1360 * originator: Player, monster or other object that caused 'victim' to move
1361 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1362 * However, some types of traps require an originator to function.
1363 */
1364 void
1365 move_apply (object *trap, object *victim, object *originator)
1366 {
1367 static int recursion_depth = 0;
1368
1369 /* Only exits affect DMs. */
1370 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1371 return;
1372
1373 /* move_apply() is the most likely candidate for causing unwanted and
1374 * possibly unlimited recursion.
1375 */
1376 /* The following was changed because it was causing perfeclty correct
1377 * maps to fail. 1) it's not an error to recurse:
1378 * rune detonates, summoning monster. monster lands on nearby rune.
1379 * nearby rune detonates. This sort of recursion is expected and
1380 * proper. This code was causing needless crashes.
1381 */
1382 if (recursion_depth >= 500)
1383 {
1384 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1385 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1386 return;
1387 }
1388
1389 recursion_depth++;
1390 if (trap->head)
1391 trap = trap->head;
1392
1393 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1394 goto leave;
1395
1396 switch (trap->type)
1397 {
1398 case PLAYERMOVER:
1399 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1400 {
1401 if (!trap->stats.maxsp)
1402 trap->stats.maxsp = 2;
1403
1404 /* Is this correct? From the docs, it doesn't look like it
1405 * should be divided by trap->speed
1406 */
1407 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1408
1409 /* Just put in some sanity check. I think there is a bug in the
1410 * above with some objects have zero speed, and thus the player
1411 * getting permanently paralyzed.
1412 */
1413 if (victim->speed_left < -50.f)
1414 victim->speed_left = -50.f;
1415 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1416 }
1417 goto leave;
1418
1419 case SPINNER:
1420 if (victim->direction)
1421 {
1422 victim->direction = absdir (victim->direction - trap->stats.sp);
1423 update_turn_face (victim);
1424 }
1425 goto leave;
1426
1427 case DIRECTOR:
1428 if (victim->direction && !should_director_abort (trap, victim))
1429 {
1430 victim->direction = trap->stats.sp;
1431 update_turn_face (victim);
1432 }
1433 goto leave;
1434
1435 case BUTTON:
1436 case PEDESTAL:
1437 update_button (trap);
1438 goto leave;
1439
1440 case ALTAR:
1441 /* sacrifice victim on trap */
1442 apply_altar (trap, victim, originator);
1443 goto leave;
1444
1445 case THROWN_OBJ:
1446 if (trap->inv == NULL)
1447 goto leave;
1448 /* fallthrough */
1449
1450 case ARROW:
1451 /* bad bug: monster throw a object, make a step forwards, step on object ,
1452 * trigger this here and get hit by own missile - and will be own enemy.
1453 * Victim then is his own enemy and will start to kill herself (this is
1454 * removed) but we have not synced victim and his missile. To avoid senseless
1455 * action, we avoid hits here
1456 */
1457 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1458 hit_with_arrow (trap, victim);
1459 goto leave;
1460
1461 case SPELL_EFFECT:
1462 apply_spell_effect (trap, victim);
1463 goto leave;
1464
1465 case TRAPDOOR:
1466 {
1467 int max, sound_was_played;
1468 object *ab, *ab_next;
1469
1470 if (!trap->value)
1471 {
1472 int tot;
1473
1474 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1475 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1476 tot += ab->head_ ()->total_weight ();
1477
1478 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1479 goto leave;
1480
1481 SET_ANIMATION (trap, trap->value);
1482 update_object (trap, UP_OBJ_FACE);
1483 }
1484
1485 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1486 {
1487 /* need to set this up, since if we do transfer the object,
1488 * ab->above would be bogus
1489 */
1490 ab_next = ab->above;
1491
1492 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1493 {
1494 if (!sound_was_played)
1495 {
1496 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1497 sound_was_played = 1;
1498 }
1499
1500 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1501 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1502 }
1503 }
1504 goto leave;
1505 }
1506
1507 case CONVERTER:
1508 if (convert_item (victim, trap) < 0)
1509 {
1510 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1511 archetype::get (shstr_burnout)->insert_at (trap, trap);
1512 }
1513
1514 goto leave;
1515
1516 case TRIGGER_BUTTON:
1517 case TRIGGER_PEDESTAL:
1518 case TRIGGER_ALTAR:
1519 check_trigger (trap, victim);
1520 goto leave;
1521
1522 case DEEP_SWAMP:
1523 walk_on_deep_swamp (trap, victim);
1524 goto leave;
1525
1526 case CHECK_INV:
1527 check_inv (victim, trap);
1528 goto leave;
1529
1530 case HOLE:
1531 move_apply_hole (trap, victim);
1532 goto leave;
1533
1534 case EXIT:
1535 if (victim->type == PLAYER && EXIT_PATH (trap))
1536 {
1537 /* Basically, don't show exits leading to random maps the
1538 * players output.
1539 */
1540 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1541 victim->statusmsg (trap->msg, NDI_NAVY);
1542
1543 trap->play_sound (trap->sound);
1544 victim->enter_exit (trap);
1545 }
1546 goto leave;
1547
1548 case ENCOUNTER:
1549 /* may be some leftovers on this */
1550 goto leave;
1551
1552 case SHOP_MAT:
1553 apply_shop_mat (trap, victim);
1554 goto leave;
1555
1556 /* Drop a certain amount of gold, and have one item identified */
1557 case IDENTIFY_ALTAR:
1558 apply_id_altar (victim, trap, originator);
1559 goto leave;
1560
1561 case SIGN:
1562 if (victim->type != PLAYER && trap->stats.food > 0)
1563 goto leave; /* monsters musn't apply magic_mouths with counters */
1564
1565 apply_sign (victim, trap, 1);
1566 goto leave;
1567
1568 case CONTAINER:
1569 apply_container (victim, trap);
1570 goto leave;
1571
1572 case RUNE:
1573 case TRAP:
1574 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1575 spring_trap (trap, victim);
1576 goto leave;
1577
1578 default:
1579 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1580 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1581 goto leave;
1582 }
1583
1584 leave:
1585 recursion_depth--;
1586 }
1587
1588 /**
1589 * Handles reading a regular (ie not containing a spell) book.
1590 */
1591 static void
1592 apply_book (object *op, object *tmp)
1593 {
1594 int lev_diff;
1595 object *skill_ob;
1596
1597 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1598 {
1599 op->failmsg ("You are unable to read while blind!");
1600 return;
1601 }
1602
1603 if (!tmp->msg)
1604 {
1605 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1606 return;
1607 }
1608
1609 /* need a literacy skill to read stuff! */
1610 skill_ob = find_skill_by_name (op, tmp->skill);
1611 if (!skill_ob)
1612 {
1613 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1614 return;
1615 }
1616
1617 lev_diff = tmp->level - (skill_ob->level + 5);
1618 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1619 {
1620 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1621 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1622 : lev_diff < 5 ? "This book is beyond your comprehension."
1623 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1624 : lev_diff < 15 ? "This book is way beyond your comprehension."
1625 : "This book is totally beyond your comprehension.");
1626 return;
1627 }
1628
1629 readable_message_type *msgType = get_readable_message_type (tmp);
1630
1631 if (player *pl = op->contr)
1632 if (client *ns = pl->ns)
1633 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1634
1635 /* gain xp from reading */
1636 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1637 { /* only if not read before */
1638 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1639
1640 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1641 {
1642 /*exp_gain *= 2; because they just identified it too */
1643 SET_FLAG (tmp, FLAG_IDENTIFIED);
1644
1645 if (object *pl = tmp->visible_to ())
1646 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1647 }
1648
1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 }
1652 }
1653
1654 /**
1655 * Handles the applying of a skill scroll, calling learn_skill straight.
1656 * op is the person learning the skill, tmp is the skill scroll object
1657 */
1658 static void
1659 apply_skillscroll (object *op, object *tmp)
1660 {
1661 switch (learn_skill (op, tmp))
1662 {
1663 case 0:
1664 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break;
1667
1668 case 1:
1669 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break;
1673
1674 default:
1675 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break;
1679 }
1680 }
1681
1682 /**
1683 * Actually makes op learn spell.
1684 * Informs player of what happens.
1685 */
1686 void
1687 do_learn_spell (object *op, object *spell, int special_prayer)
1688 {
1689 object *tmp;
1690
1691 if (op->type != PLAYER)
1692 {
1693 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694 return;
1695 }
1696
1697 /* Upgrade special prayers to normal prayers */
1698 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699 {
1700 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701 {
1702 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703 return;
1704 }
1705 return;
1706 }
1707
1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1710 tmp = spell->clone ();
1711 insert_ob_in_ob (tmp, op);
1712
1713 if (special_prayer)
1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715
1716 esrv_add_spells (op->contr, tmp);
1717 }
1718
1719 /**
1720 * Erases spell from player's inventory.
1721 */
1722 void
1723 do_forget_spell (object *op, const char *spell)
1724 {
1725 object *spob;
1726
1727 if (op->type != PLAYER)
1728 {
1729 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730 return;
1731 }
1732 if ((spob = check_spell_known (op, spell)) == NULL)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735 return;
1736 }
1737
1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 player_unready_range_ob (op->contr, spob);
1740 esrv_remove_spell (op->contr, spob);
1741 spob->destroy ();
1742 }
1743
1744 /**
1745 * Handles player applying a spellbook.
1746 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747 * stuff like that. Random learning failure too.
1748 */
1749 static void
1750 apply_spellbook (object *op, object *tmp)
1751 {
1752 object *skop, *spell, *spell_skill;
1753
1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755 {
1756 op->failmsg ("You are unable to read while blind.");
1757 return;
1758 }
1759
1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1761 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks
1763 */
1764 if (tmp->slaying)
1765 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767 if (!spell)
1768 {
1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 return;
1771 }
1772 else
1773 insert_ob_in_ob (spell, tmp);
1774
1775 tmp->slaying = 0;
1776 }
1777
1778 skop = find_skill_by_name (op, tmp->skill);
1779
1780 /* need a literacy skill to learn spells. Also, having a literacy level
1781 * lower than the spell will make learning the spell more difficult */
1782 if (!skop)
1783 {
1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 return;
1786 }
1787
1788 spell = tmp->inv;
1789
1790 if (!spell)
1791 {
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return;
1795 }
1796
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 return;
1801 }
1802
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 identify (tmp);
1807
1808 /* I removed the check for special_prayer_mark here - it didn't make
1809 * a lot of sense - special prayers are not found in spellbooks, and
1810 * if the player doesn't know the spell, doesn't make a lot of sense that
1811 * they would have a special prayer mark.
1812 */
1813 if (check_spell_known (op, spell->name))
1814 {
1815 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1816 return;
1817 }
1818
1819 if (spell->skill)
1820 {
1821 spell_skill = find_skill_by_name (op, spell->skill);
1822
1823 if (!spell_skill)
1824 {
1825 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1826 return;
1827 }
1828
1829 if (spell_skill->level < spell->level)
1830 {
1831 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1832 return;
1833 }
1834 }
1835
1836 /* Logic as follows
1837 *
1838 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1839 *
1840 * 2- The learner's skill level in literacy adjusts the chance to learn
1841 * a spell.
1842 *
1843 * 3 -Automatically fail to learn if you read while confused
1844 *
1845 * Overall, chances are the same but a player will find having a high
1846 * literacy rate very useful! -b.t.
1847 */
1848 if (QUERY_FLAG (op, FLAG_CONFUSED))
1849 {
1850 op->failmsg ("In your confused state you flub the wording of the text!");
1851 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1852 }
1853 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1854 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1855 {
1856 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1857 do_learn_spell (op, spell, 0);
1858
1859 /* xp gain to literacy for spell learning */
1860 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1861 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1862 }
1863 else
1864 {
1865 op->contr->play_sound (sound_find ("fumble_spell"));
1866 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1867 }
1868
1869 tmp->decrease ();
1870 }
1871
1872 /**
1873 * Handles applying a spell scroll.
1874 */
1875 void
1876 apply_scroll (object *op, object *tmp, int dir)
1877 {
1878 object *skop;
1879
1880 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1881 {
1882 op->failmsg ("You are unable to read while blind.");
1883 return;
1884 }
1885
1886 if (!tmp->inv || tmp->inv->type != SPELL)
1887 {
1888 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1889 return;
1890 }
1891
1892 if (op->type == PLAYER)
1893 {
1894 /* players need a literacy skill to read stuff! */
1895 int exp_gain = 0;
1896
1897 /* hard code literacy - tmp->skill points to where the exp
1898 * should go for anything killed by the spell.
1899 */
1900 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1901
1902 if (!skop)
1903 {
1904 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1905 return;
1906 }
1907
1908 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1909 change_exp (op, exp_gain, skop->skill, 0);
1910 }
1911
1912 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1913 identify (tmp);
1914
1915 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1916
1917 cast_spell (op, tmp, dir, tmp->inv, NULL);
1918 tmp->decrease ();
1919 }
1920
1921 /**
1922 * Applies a treasure object - by default, chest. op
1923 * is the person doing the applying, tmp is the treasure
1924 * chest.
1925 */
1926 static void
1927 apply_treasure (object *op, object *tmp)
1928 {
1929 /* Nice side effect of this treasure creation method is that the treasure
1930 * for the chest is done when the chest is created, and put into the chest
1931 * inventory. So that when the chest burns up, the items still exist. Also
1932 * prevents people from moving chests to more difficult maps to get better
1933 * treasure
1934 */
1935 object *treas = tmp->inv;
1936
1937 if (!treas)
1938 {
1939 op->statusmsg ("The chest was empty.");
1940 tmp->decrease ();
1941 return;
1942 }
1943
1944 while (tmp->inv)
1945 {
1946 treas = tmp->inv;
1947 treas->remove ();
1948
1949 treas->x = op->x;
1950 treas->y = op->y;
1951 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1952
1953 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1954 spring_trap (treas, op);
1955
1956 /* If either player or container was destroyed, no need to do
1957 * further processing. I think this should be enclused with
1958 * spring trap above, as I don't think there is otherwise
1959 * any way for the treasure chest or player to get killed.
1960 */
1961 if (op->destroyed () || tmp->destroyed ())
1962 break;
1963 }
1964
1965 if (!tmp->destroyed () && !tmp->inv)
1966 tmp->decrease (true);
1967 }
1968
1969 /**
1970 * op eats food.
1971 * If player, takes care of messages and dragon special food.
1972 */
1973 static void
1974 apply_food (object *op, object *tmp)
1975 {
1976 int capacity_remaining;
1977
1978 if (op->type != PLAYER)
1979 op->stats.hp = op->stats.maxhp;
1980 else
1981 {
1982 /* check if this is a dragon (player), eating some flesh */
1983 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1984 ;
1985 else
1986 {
1987 /* usual case - no dragon meal: */
1988 if (op->stats.food + tmp->stats.food > 999)
1989 {
1990 if (tmp->type == FOOD || tmp->type == FLESH)
1991 op->failmsg ("You feel full, but what a waste of food!");
1992 else
1993 op->statusmsg ("Most of the drink goes down your face not your throat!");
1994 }
1995
1996 tmp->play_sound (
1997 tmp->sound
1998 ? tmp->sound
1999 : tmp->type == DRINK
2000 ? sound_find ("eat_drink")
2001 : sound_find ("eat_food")
2002 );
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 tmp->decrease ();
2043 }
2044
2045 /**
2046 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved.
2048 *
2049 * attributes:
2050 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return:
2053 * int 1 if eating successful, 0 if it doesn't work
2054 */
2055 int
2056 dragon_eat_flesh (object *op, object *meal)
2057 {
2058 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */
2061
2062 double chance; /* improvement-chance of one resistance type */
2063 double totalchance = 1; /* total chance of gaining one resistance */
2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2065 double mbonus = 0; /* monster bonus */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */
2068 int i; /* index */
2069
2070 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op))
2072 return 0;
2073
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2077 if (tmp->type == FORCE)
2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2079 skin = tmp;
2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2081 abil = tmp;
2082
2083 /* if either skin or ability are missing, this is an old player
2084 which is not to be considered a dragon -> bail out */
2085 if (skin == NULL || abil == NULL)
2086 return 0;
2087
2088 /* now start by filling stomache and health, according to food-value */
2089 if ((999 - op->stats.food) < meal->stats.food)
2090 op->stats.hp += (999 - op->stats.food) / 50;
2091 else
2092 op->stats.hp += meal->stats.food / 50;
2093
2094 if (op->stats.hp > op->stats.maxhp)
2095 op->stats.hp = op->stats.maxhp;
2096
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2098
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100
2101 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2106 /* got positive resistance, now calculate improvement chance (0-100) */
2107
2108 /* this bonus makes resistance increase easier at lower levels */
2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2110 if (i == abil->stats.exp)
2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2112
2113 /* monster bonus increases with level, because high-level
2114 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level);
2116
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i];
2119
2120 if (chance >= 0.)
2121 chance += 1.;
2122 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124
2125 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2127
2128 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.);
2131
2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2135 atnr_winner[winners] = i;
2136 winners++;
2137 }
2138
2139 if (chance >= 0.01)
2140 totalchance *= 1 - chance / 100;
2141
2142 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2143 }
2144 }
2145
2146 /* inverse totalchance as until now we have the failure-chance */
2147 totalchance = 100 - totalchance * 100;
2148
2149 /* print message according to totalchance */
2150 const char *buf;
2151 if (totalchance > 50.)
2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2153 else if (totalchance > 10.)
2154 buf = format ("The %s tasted very good.", &meal->name);
2155 else if (totalchance > 1.)
2156 buf = format ("The %s tasted good.", &meal->name);
2157 else if (totalchance > 0.1)
2158 buf = format ("The %s tasted bland.", &meal->name);
2159 else if (totalchance >= 0.01)
2160 buf = format ("The %s had a boring taste.", &meal->name);
2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2162 buf = format ("The %s tasted strange.", &meal->name);
2163 else
2164 buf = format ("The %s had no taste.", &meal->name);
2165
2166 op->statusmsg (buf);
2167
2168 /* now choose a winner if we have any */
2169 i = -1;
2170 if (winners > 0)
2171 i = atnr_winner [rndm (winners)];
2172
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2175 /* resistance increased! */
2176 skin->resist[i]++;
2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2180 }
2181
2182 /* if this flesh contains a new ability focus, we mark it
2183 into the ability_force and it will take effect on next level */
2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2185 {
2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2187
2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2194 ));
2195 else
2196 {
2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2198 abil->last_eat = 0;
2199 }
2200 }
2201
2202 return 1;
2203 }
2204
2205 /**
2206 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour.
2208 */
2209 static void
2210 apply_armour_improver (object *op, object *tmp)
2211 {
2212 object *armor;
2213
2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2215 {
2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2217 return;
2218 }
2219
2220 armor = find_marked_object (op);
2221
2222 if (!armor)
2223 {
2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2225 return;
2226 }
2227
2228 if (armor->type != ARMOUR
2229 && armor->type != CLOAK
2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2231 {
2232 op->failmsg ("Your marked item is not armour!\n");
2233 return;
2234 }
2235
2236 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor);
2238 }
2239
2240 void
2241 apply_poison (object *op, object *tmp)
2242 {
2243 // need to do it now when it is still on the map
2244 handle_apply_yield (tmp);
2245
2246 object *poison = tmp->split (1);
2247
2248 if (op->type == PLAYER)
2249 {
2250 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!");
2252 op->contr->killer = poison;
2253 }
2254
2255 if (poison->stats.hp > 0)
2256 {
2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2258 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2259 }
2260
2261 op->stats.food -= op->stats.food / 4;
2262 poison->destroy ();
2263 }
2264
2265 /**
2266 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2267 * A valid 2 way exit means:
2268 * -You can come back (there is another exit at the other side)
2269 * -You are
2270 * ° the owner of the exit
2271 * ° or in the same party as the owner
2272 *
2273 * Note: a owner in a 2 way exit is saved as the owner's name
2274 * in the field exit->name cause the field exit->owner doesn't
2275 * survive in the swapping (in fact the whole exit doesn't survive).
2276 */
2277 int
2278 is_legal_2ways_exit (object *op, object *exit)
2279 {
2280 if (exit->stats.exp != 1)
2281 return 1; /*This is not a 2 way, so it is legal */
2282
2283 #if 0 //TODO
2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285 return 0; /* This is a reset town portal */
2286 #endif
2287
2288 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2289
2290 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2291
2292 if (exitmap)
2293 {
2294 exitmap->load_sync ();
2295
2296 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2297
2298 if (!tmp)
2299 return 0;
2300
2301 for (; tmp; tmp = tmp->above)
2302 {
2303 if (tmp->type != EXIT)
2304 continue; /*Not an exit */
2305
2306 if (!EXIT_PATH (tmp))
2307 continue; /*Not a valid exit */
2308
2309 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2310 continue; /*Not in the same place */
2311
2312 if (exit->map->path != EXIT_PATH (tmp))
2313 continue; /*Not in the same map */
2314
2315 /* From here we have found the exit is valid. However we do
2316 * here the check of the exit owner. It is important for the
2317 * town portals to prevent strangers from visiting your appartments
2318 */
2319 if (!exit->race)
2320 return 1; /*No owner, free for all! */
2321
2322 object *exit_owner = 0;
2323
2324 for_all_players (pp)
2325 {
2326 if (!pp->ob)
2327 continue;
2328
2329 if (pp->ob->name != exit->race)
2330 continue;
2331
2332 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2333 break;
2334 }
2335
2336 if (!exit_owner)
2337 return 0; /* No more owner */
2338
2339 if (exit_owner->contr == op->contr)
2340 return 1; /*It is your exit */
2341
2342 if (exit_owner && /*There is a owner */
2343 (op->contr) && /*A player tries to pass */
2344 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2345 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2346 return 0;
2347
2348 return 1;
2349 }
2350 }
2351
2352 return 0;
2353 }
2354
2355 /**
2356 * Main apply handler.
2357 *
2358 * Checks for unpaid items before applying.
2359 *
2360 * Return value:
2361 * 0: player or monster can't apply objects of that type
2362 * 1: has been applied, or there was an error applying the object
2363 * 2: objects of that type can't be applied if not in inventory
2364 *
2365 * op is the object that is causing object to be applied, tmp is the object
2366 * being applied.
2367 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special
2370 */
2371 int
2372 manual_apply (object *op, object *tmp, int aflag)
2373 {
2374 tmp = tmp->head_ ();
2375
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2377 {
2378 if (op->type == PLAYER)
2379 {
2380 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2381 return 1;
2382 }
2383 else
2384 return 0; /* monsters just skip unpaid items */
2385 }
2386
2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2388 return RESULT_INT (0);
2389
2390 switch (tmp->type)
2391 {
2392 case CF_HANDLE:
2393 op->play_sound (sound_find ("turn_handle"));
2394 op->statusmsg ("You turn the handle.");
2395 tmp->value = tmp->value ? 0 : 1;
2396 SET_ANIMATION (tmp, tmp->value);
2397 update_object (tmp, UP_OBJ_FACE);
2398 push_button (tmp);
2399 return 1;
2400
2401 case TRIGGER:
2402 if (check_trigger (tmp, op))
2403 {
2404 op->statusmsg ("You turn the handle.");
2405 op->play_sound (sound_find ("turn_handle"));
2406 }
2407 else
2408 op->failmsg ("The handle doesn't move.");
2409
2410 return 1;
2411
2412 case EXIT:
2413 if (op->type != PLAYER)
2414 return 0;
2415
2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2417 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2418 else
2419 {
2420 /* Don't display messages for random maps. */
2421 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2422 op->statusmsg (tmp->msg, NDI_NAVY);
2423
2424 op->enter_exit (tmp);
2425 }
2426
2427 return 1;
2428
2429 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg);
2431 // maybe show a spell menu to chose from or something like that
2432 return 1;
2433
2434 case SIGN:
2435 apply_sign (op, tmp, 0);
2436 return 1;
2437
2438 case BOOK:
2439 if (op->type == PLAYER)
2440 {
2441 apply_book (op, tmp);
2442 return 1;
2443 }
2444 else
2445 return 0;
2446
2447 case SKILLSCROLL:
2448 if (op->type == PLAYER)
2449 {
2450 apply_skillscroll (op, tmp);
2451 return 1;
2452 }
2453 else
2454 return 0;
2455
2456 case SPELLBOOK:
2457 if (op->type == PLAYER)
2458 {
2459 apply_spellbook (op, tmp);
2460 return 1;
2461 }
2462 else
2463 return 0;
2464
2465 case SCROLL:
2466 apply_scroll (op, tmp, 0);
2467 return 1;
2468
2469 case POTION:
2470 apply_potion (op, tmp);
2471 return 1;
2472
2473 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed?
2475 case CLOSE_CON:
2476 apply_container (op, tmp->env);
2477 return 1;
2478
2479 case CONTAINER:
2480 apply_container (op, tmp);
2481 return 1;
2482
2483 case TREASURE:
2484 if (op->type == PLAYER)
2485 {
2486 apply_treasure (op, tmp);
2487 return 1;
2488 }
2489 else
2490 return 0;
2491
2492 case WEAPON:
2493 case ARMOUR:
2494 case BOOTS:
2495 case GLOVES:
2496 case AMULET:
2497 case GIRDLE:
2498 case BRACERS:
2499 case SHIELD:
2500 case HELMET:
2501 case RING:
2502 case CLOAK:
2503 case WAND:
2504 case ROD:
2505 case HORN:
2506 case SKILL:
2507 case BOW:
2508 case LAMP:
2509 case BUILDER:
2510 case SKILL_TOOL:
2511 if (tmp->env != op)
2512 return 2; /* not in inventory */
2513
2514 apply_special (op, tmp, aflag);
2515 return 1;
2516
2517 case DRINK:
2518 case FOOD:
2519 case FLESH:
2520 apply_food (op, tmp);
2521 return 1;
2522
2523 case POISON:
2524 apply_poison (op, tmp);
2525 return 1;
2526
2527 case SAVEBED:
2528 return 1;
2529
2530 case ARMOUR_IMPROVER:
2531 if (op->type == PLAYER)
2532 {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 }
2536 else
2537 return 0;
2538
2539 case WEAPON_IMPROVER:
2540 check_improve_weapon (op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER)
2545 {
2546 char buf[MAX_BUF];
2547 timeofday_t tod;
2548
2549 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format (
2552 "It is %d minute%s past %d o'clock %s",
2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2555 ));
2556 return 1;
2557 }
2558 else
2559 return 0;
2560
2561 case MENU:
2562 if (op->type == PLAYER)
2563 {
2564 shop_listing (tmp, op);
2565 return 1;
2566 }
2567 else
2568 return 0;
2569
2570 case POWER_CRYSTAL:
2571 apply_power_crystal (op, tmp); /* see egoitem.c */
2572 return 1;
2573
2574 case LIGHTER: /* for lighting torches/lanterns/etc */
2575 if (op->type == PLAYER)
2576 {
2577 apply_lighter (op, tmp);
2578 return 1;
2579 }
2580 else
2581 return 0;
2582
2583 case ITEM_TRANSFORMER:
2584 apply_item_transformer (op, tmp);
2585 return 1;
2586
2587 default:
2588 return 0;
2589 }
2590 }
2591
2592 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2593 * messages as needed by player_apply_below(). But there can still be
2594 * "but you are floating high above the ground" messages.
2595 *
2596 * Same return value as apply() function.
2597 */
2598 int
2599 player_apply (object *pl, object *op, int aflag, int quiet)
2600 {
2601 if (!op->env && (pl->move_type & MOVE_FLYING))
2602 {
2603 /* player is flying and applying object not in inventory */
2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2605 {
2606 pl->failmsg ("But you are floating high above the ground! "
2607 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2608 "or waiting till the levitation effect wears off.>");
2609 return 0;
2610 }
2611 }
2612
2613 pl->contr->last_used = op;
2614
2615 int tmp = manual_apply (pl, op, aflag);
2616
2617 if (!quiet)
2618 {
2619 if (tmp == 0)
2620 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2621 else if (tmp == 2)
2622 pl->failmsg ("You must get it first!\n");
2623 }
2624
2625 return tmp;
2626 }
2627
2628 /**
2629 * player_apply_below attempts to apply the object 'below' the player.
2630 * If the player has an open container, we use that for below, otherwise
2631 * we use the ground.
2632 */
2633 void
2634 player_apply_below (object *pl)
2635 {
2636 int floors = 0;
2637
2638 /* If using a container, set the starting item to be the top
2639 * item in the container. Otherwise, use the map.
2640 * This is perhaps more complicated. However, I want to make sure that
2641 * we don't use a corrupt pointer for the next object, so we get the
2642 * next object in the stack before applying. This is can only be a
2643 * problem if player_apply() has a bug in that it uses the object but does
2644 * not return a proper value.
2645 */
2646 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2647 {
2648 next = tmp->below;
2649
2650 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651 floors++;
2652 else if (floors > 0)
2653 return; /* process only floor objects after first floor object */
2654
2655 /* If it is visible, player can apply it. If it is applied by
2656 * person moving on it, also activate. Added code to make it
2657 * so that at least one of players movement types be that which
2658 * the item needs.
2659 */
2660 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2661 if (player_apply (pl, tmp, 0, 1) == 1)
2662 return;
2663
2664 if (floors >= 2)
2665 return; /* process at most two floor objects */
2666 }
2667 }
2668
2669 /**
2670 * Unapplies specified item.
2671 * No check done on cursed/damned.
2672 * Break this out of apply_special - this is just done
2673 * to keep the size of apply_special to a more managable size.
2674 */
2675 static int
2676 unapply_special (object *who, object *op, int aflags)
2677 {
2678 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2679 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2680 return RESULT_INT (0);
2681
2682 CLEAR_FLAG (op, FLAG_APPLIED);
2683
2684 switch (op->type)
2685 {
2686 case SKILL_TOOL:
2687 // unapplying a skill tool should also unapply the skill it governs
2688 // but this is hard, as it shouldn't do so when the skill can
2689 // be used for other reasons
2690 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->skill == op->skill
2692 && tmp->type == SKILL
2693 && tmp->flag [FLAG_APPLIED]
2694 && !tmp->flag [FLAG_CAN_USE_SKILL])
2695 unapply_special (who, tmp, 0);
2696
2697 change_abil (who, op);
2698 break;
2699
2700 case WEAPON:
2701 if (player *pl = who->contr)
2702 if (op == pl->combat_ob)
2703 {
2704 pl->combat_ob = 0;
2705 who->change_weapon (pl->ranged_ob);
2706 }
2707
2708 who->statusmsg (format ("You unwield %s.", query_name (op)));
2709
2710 change_abil (who, op);
2711 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2712 break;
2713
2714 case SKILL:
2715 if (who->contr)
2716 {
2717 if (IS_COMBAT_SKILL (op->subtype))
2718 who->change_weapon (who->contr->combat_ob = 0);
2719 else if (IS_RANGED_SKILL (op->subtype))
2720 who->change_weapon (who->contr->ranged_ob = 0);
2721
2722 if (op->invisible)
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724 else
2725 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2726 }
2727
2728 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break;
2731
2732 case ARMOUR:
2733 case HELMET:
2734 case SHIELD:
2735 case RING:
2736 case BOOTS:
2737 case GLOVES:
2738 case AMULET:
2739 case GIRDLE:
2740 case BRACERS:
2741 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op);
2744 break;
2745
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 op->destroy ();
2763 who->insert (tmp2);
2764 who->update_stats ();
2765
2766 if (who->contr)
2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768 {
2769 who->failmsg ("Oops, it feels deadly cold!");
2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771 }
2772 }
2773
2774 return 1; /* otherwise, an attempt to drop causes problems */
2775
2776 case BOW:
2777 case WAND:
2778 case ROD:
2779 case HORN:
2780 if (player *pl = who->contr)
2781 {
2782 if (op == pl->ranged_ob)
2783 {
2784 pl->ranged_ob = 0;
2785 who->change_weapon (pl->combat_ob);
2786 }
2787
2788 who->statusmsg (format ("You unready %s.", query_name (op)));
2789 }
2790 else
2791 {
2792 who->change_skill (0);
2793
2794 if (op->type == BOW)
2795 CLEAR_FLAG (who, FLAG_READY_BOW);
2796 else
2797 CLEAR_FLAG (who, FLAG_READY_RANGE);
2798 }
2799
2800 break;
2801
2802 case BUILDER:
2803 if (who->contr)
2804 who->statusmsg (format ("You unready %s.", query_name (op)));
2805 break;
2806
2807 default:
2808 who->statusmsg (format ("You unapply %s.", query_name (op)));
2809 break;
2810 }
2811
2812 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2813 if (object *pl = op->visible_to ())
2814 esrv_send_item (pl, op);
2815
2816 who->update_stats ();
2817
2818 return 0;
2819 }
2820
2821 /**
2822 * Returns the object that is using location 'loc'.
2823 * Note that 'start' is the first object to start examing - we
2824 * then go through the below of this. In this way, you can do
2825 * something like:
2826 * tmp = get_next_item_from_body_location(who->inv, 1);
2827 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2828 * to find the second object that may use this location, etc.
2829 * Returns NULL if no match is found.
2830 * loc is the index into the array we are looking for a match.
2831 * don't return invisible objects unless they are skill objects
2832 * invisible other objects that use
2833 * up body locations can be used as restrictions.
2834 */
2835 static object *
2836 get_next_item_from_body_location (int loc, object *start)
2837 {
2838 for (object *tmp = start; tmp; tmp = tmp->below)
2839 if (tmp->flag [FLAG_APPLIED]
2840 && tmp->slot[loc].info
2841 && (!tmp->invisible || tmp->type == SKILL))
2842 return tmp;
2843
2844 return 0;
2845 }
2846
2847 /**
2848 * 'op' wants to apply an object, but can't because of other equipment.
2849 * This should only be called when it is known
2850 * that there are objects to unapply. This makes pretty heavy
2851 * use of get_item_from_body_location. It makes no intelligent choice
2852 * on objects - rather, the first that is matched is used.
2853 * Returns 0 on success, returns 1 if there is some problem.
2854 * if aflags is AP_PRINT, we instead print out waht to unapply
2855 * instead of doing it. This is a lot less code than having
2856 * another function that does just that.
2857 */
2858
2859 #define CANNOT_REMOVE_CURSED \
2860 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2861 "Praying over an altar, scrolls of remove curse/damnation, " \
2862 "priests or even other players might help.>"
2863
2864 int
2865 unapply_for_ob (object *who, object *op, int aflags)
2866 {
2867 if (op->is_range ())
2868 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2869 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2870 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2871 {
2872 if (aflags & AP_PRINT)
2873 who->failmsg (query_name (tmp));
2874 else
2875 unapply_special (who, tmp, aflags);
2876 }
2877 else
2878 {
2879 /* In this case, we want to try and remove a cursed item.
2880 * While we know it won't work, we want unapply_special to
2881 * at least generate the message.
2882 */
2883 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2884 return 1;
2885 }
2886
2887 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2888 {
2889 /* this used up a slot that we need to free */
2890 if (op->slot[i].info)
2891 {
2892 object *last = who->inv;
2893
2894 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots.
2896 */
2897 while ((who->slot[i].used + op->slot[i].info) < 0)
2898 {
2899 object *tmp = get_next_item_from_body_location (i, last);
2900
2901 if (!tmp)
2902 {
2903 #if 0
2904 /* Not a bug - we'll get this if the player has cursed items
2905 * equipped.
2906 */
2907 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2908 #endif
2909 return 1;
2910 }
2911
2912 /* If we are just printing, we don't care about cursed status */
2913 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2914 {
2915 if (aflags & AP_PRINT)
2916 who->failmsg (query_name (tmp));
2917 else
2918 unapply_special (who, tmp, aflags);
2919 }
2920 else
2921 {
2922 /* Cursed item that we can't unequip - tell the player.
2923 * Note this could be annoying if this is just one of a few,
2924 * so it may not be critical (eg, putting on a ring and you have
2925 * one cursed ring.)
2926 */
2927 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2928 }
2929
2930 last = tmp->below;
2931 }
2932 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2933 * return in the !tmp would have kicked in.
2934 */
2935 } /* if op is using this body location */
2936 } /* for body lcoations */
2937
2938 return 0;
2939 }
2940
2941 /**
2942 * Checks to see if 'who' can apply object 'op'.
2943 * Returns 0 if apply can be done without anything special.
2944 * Otherwise returns a bitmask - potentially several of these may be
2945 * set, but largely depends on circumstance - in the future, processing
2946 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2947 * is set, do we really care what the other flags may be?)
2948 *
2949 * See include/define.h for detailed description of the meaning of
2950 * these return values.
2951 */
2952 int
2953 can_apply_object (object *who, object *op)
2954 {
2955 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2956 return RESULT_INT (0);
2957
2958 int retval = 0;
2959 object *tmp = 0, *ws = 0;
2960
2961 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2962 {
2963 if (op->slot[i].info)
2964 {
2965 /* Item uses more slots than we have */
2966 if (who->slot[i].info + op->slot [i].info < 0)
2967 {
2968 /* Could return now for efficiency - rest of info below isn't
2969 * really needed.
2970 */
2971 retval |= CAN_APPLY_NEVER;
2972 }
2973 else if (who->slot[i].used + op->slot[i].info < 0)
2974 {
2975 /* in this case, equipping this would use more free spots than
2976 * we have.
2977 */
2978
2979 /* if we have an applied weapon/shield, and unapply it would free
2980 * enough slots to equip the new item, then just set "can
2981 * apply unapply". We don't care about the logic below - if you have a
2982 * shield equipped and try to equip another shield, there is only
2983 * one choice. However, the check for the number of body locations
2984 * does take into the account cases where what is being applied
2985 * may be two handed for example.
2986 */
2987 if (ws)
2988 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2989 {
2990 retval |= CAN_APPLY_UNAPPLY;
2991 continue;
2992 }
2993
2994 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2995 if (!tmp1)
2996 {
2997 #if 0
2998 /* This is sort of an error, but happens a lot when old players
2999 * join in with more stuff equipped than they are now allowed.
3000 */
3001 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3002 #endif
3003 retval |= CAN_APPLY_NEVER;
3004 }
3005 else
3006 {
3007 /* need to unapply something. However, if this something
3008 * is different than we had found before, it means they need
3009 * to apply multiple objects
3010 */
3011 retval |= CAN_APPLY_UNAPPLY;
3012
3013 if (!tmp)
3014 tmp = tmp1;
3015 else if (tmp != tmp1)
3016 retval |= CAN_APPLY_UNAPPLY_MULT;
3017
3018 /* This object isn't using up all the slots, so there must
3019 * be another. If so, and it the new item doesn't need all
3020 * the slots, the player then has a choice.
3021 */
3022 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3023 && abs (op->slot[i].info) < who->slot[i].info)
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025
3026 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply.
3028 */
3029 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3030 retval |= CAN_APPLY_UNAPPLY_MULT;
3031 }
3032 } /* if not enough free slots */
3033 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */
3035
3036 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3037 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters,
3039 * because you can't control those just by body location - bows, shields,
3040 * and weapons all use the same slot. Similar for horn/rod/wand - they
3041 * all use the same location.
3042 */
3043 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3044 retval |= CAN_APPLY_RESTRICTION;
3045
3046 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3047 retval |= CAN_APPLY_RESTRICTION;
3048
3049 if (who->type != PLAYER)
3050 {
3051 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053
3054 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056
3057 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3058 retval |= CAN_APPLY_RESTRICTION;
3059
3060 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION;
3062 }
3063
3064 return retval;
3065 }
3066
3067 /**
3068 * who is the object using the object. It can be a monster.
3069 * op is the object they are using. op is an equipment type item,
3070 * eg, one which you put on and keep on for a while, and not something
3071 * like a potion or scroll.
3072 *
3073 * function returns 1 if the action could not be completed, 0 on
3074 * success. However, success is a matter of meaning - if the
3075 * user passes the 'apply' flag to an object already applied,
3076 * nothing is done, and 0 is returned.
3077 *
3078 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3079 * AP_UNAPPLY=always unapply).
3080 *
3081 * Optional flags:
3082 * AP_NO_MERGE: don't merge an unapplied object with other objects
3083 * AP_IGNORE_CURSE: unapply cursed items
3084 * AP_NO_READY: do not ready skills when applying skill tools
3085 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 *
3088 * apply_special() doesn't check for unpaid items.
3089 */
3090
3091 #define LACK_ITEM_POWER \
3092 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3093
3094 int
3095 apply_special (object *who, object *op, int aflags)
3096 {
3097 int basic_flag = aflags & AP_BASIC_FLAGS;
3098 object *tmp, *tmp2, *skop = NULL;
3099
3100 if (who == NULL)
3101 {
3102 LOG (llevError, "apply_special() from object without environment.\n");
3103 return 1;
3104 }
3105
3106 if (op->env != who)
3107 return 1; /* op is not in inventory */
3108
3109 /* trying to unequip op */
3110 if (QUERY_FLAG (op, FLAG_APPLIED))
3111 {
3112 /* always apply, so no reason to unapply */
3113 if (basic_flag == AP_APPLY)
3114 return 0;
3115
3116 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3117 {
3118 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3119 return 1;
3120 }
3121
3122 return unapply_special (who, op, aflags);
3123 }
3124 else if (basic_flag == AP_UNAPPLY)
3125 return 0;
3126
3127 // if the item is combat/ranged, wield the relevant slot first
3128 // to resolve conflicts.
3129 if (player *pl = who->contr)
3130 switch (op->slottype ())
3131 {
3132 case slot_combat: who->change_weapon (pl->combat_ob); break;
3133 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3134 }
3135
3136 splay (op);
3137
3138 /* Can't just apply this object. Lets see what not and what to do */
3139 if (int i = can_apply_object (who, op))
3140 {
3141 if (i & CAN_APPLY_NEVER)
3142 {
3143 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3144 return 1;
3145 }
3146 else if (i & CAN_APPLY_RESTRICTION)
3147 {
3148 who->failmsg (format (
3149 "You have a prohibition against using a %s. "
3150 "H<Your belief, profession or class prevents you from applying this item.>",
3151 query_name (op)
3152 ));
3153 return 1;
3154 }
3155
3156 if (who->type != PLAYER)
3157 {
3158 /* Some error, so don't try to equip something more */
3159 if (unapply_for_ob (who, op, aflags))
3160 return 1;
3161 }
3162 else
3163 {
3164 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3165 {
3166 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3167 unapply_for_ob (who, op, AP_PRINT);
3168 return 1;
3169 }
3170 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3171 if (unapply_for_ob (who, op, aflags))
3172 return 1;
3173 }
3174 }
3175
3176 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3177 {
3178 skop = find_skill_by_name (who, op->skill);
3179
3180 if (!skop)
3181 {
3182 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3183 return 1;
3184 }
3185 else
3186 /* While experience will be credited properly, we want to change the
3187 * skill so that the dam and wc get updated
3188 */
3189 who->change_skill (skop);
3190 }
3191
3192 if (who->type == PLAYER
3193 && op->item_power
3194 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3195 {
3196 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3197 return 1;
3198 }
3199
3200 /* Ok. We are now at the state where we can apply the new object.
3201 * Note that we don't have the checks for can_use_...
3202 * below - that is already taken care of by can_apply_object.
3203 */
3204 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3205
3206 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3207 return RESULT_INT (0);
3208
3209 switch (op->type)
3210 {
3211 case WEAPON:
3212 if (!check_weapon_power (who, op->last_eat))
3213 {
3214 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3215
3216 if (tmp)
3217 insert_ob_in_ob (tmp, who);
3218
3219 return 1;
3220 }
3221
3222 //TODO: this obviously fails for players using a shorter prefix
3223 // i.e. "R" can use Ragnarok's sword.
3224 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3225 {
3226 /* if the weapon does not have the name as the character, can't use it. */
3227 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3228 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3229
3230 if (tmp)
3231 insert_ob_in_ob (tmp, who);
3232
3233 return 1;
3234 }
3235
3236 if (!skop)
3237 {
3238 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3239 return 1;
3240 }
3241
3242 SET_FLAG (op, FLAG_APPLIED);
3243 who->change_skill (skop);
3244
3245 if (who->contr)
3246 who->change_weapon (who->contr->combat_ob = op);
3247
3248 who->statusmsg (format ("You wield %s.", query_name (op)));
3249
3250 SET_FLAG (who, FLAG_READY_WEAPON);
3251 change_abil (who, op);
3252 break;
3253
3254 case ARMOUR:
3255 case HELMET:
3256 case SHIELD:
3257 case BOOTS:
3258 case GLOVES:
3259 case GIRDLE:
3260 case BRACERS:
3261 case CLOAK:
3262 case RING:
3263 case AMULET:
3264 SET_FLAG (op, FLAG_APPLIED);
3265 who->statusmsg (format ("You wear %s.", query_name (op)));
3266 change_abil (who, op);
3267 break;
3268
3269 case LAMP:
3270 if (op->stats.food < 1)
3271 {
3272 who->failmsg (format (
3273 "Your %s is out of fuel! "
3274 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3275 &op->name
3276 ));
3277 return 1;
3278 }
3279
3280 who->statusmsg (format ("You turn on your %s.", &op->name));
3281
3282 tmp2 = arch_to_object (op->other_arch);
3283 tmp2->stats.food = op->stats.food;
3284 SET_FLAG (tmp2, FLAG_APPLIED);
3285
3286 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3287 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3288
3289 who->insert (tmp2);
3290
3291 /* Remove the old lantern */
3292 op->destroy ();
3293
3294 /* insert the portion that was split off */
3295 if (tmp)
3296 who->insert (tmp);
3297
3298 who->update_stats ();
3299
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER)
3302 {
3303 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3304 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3305 }
3306
3307 return 0;
3308
3309 case SKILL_TOOL:
3310 // applying a skill tool also readies the skill
3311 SET_FLAG (op, FLAG_APPLIED);
3312
3313 if (!(aflags & AP_NO_READY))
3314 {
3315 skop = find_skill_by_name (who, op->skill);
3316 if (!skop->flag [FLAG_APPLIED])
3317 apply_special (who, skop, AP_APPLY);
3318 }
3319 break;
3320
3321 case SKILL:
3322 if (player *pl = who->contr)
3323 {
3324 if (IS_COMBAT_SKILL (op->subtype))
3325 {
3326 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3327 {
3328 for (object *item = who->inv; item; item = item->below)
3329 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3330 {
3331 if (item->skill == op->skill)
3332 {
3333 who->change_weapon (pl->combat_ob = item);
3334 goto found_weapon;
3335 }
3336 }
3337
3338 who->failmsg (format (
3339 "You need to apply a '%s' melee weapon before readying this skill. "
3340 "H<Some skills need an item, in this case a melee weapon, to function.>",
3341 &op->skill
3342 ));
3343 return 1;
3344
3345 found_weapon:;
3346 }
3347 else
3348 who->change_weapon (pl->combat_ob = op);
3349 }
3350 else if (IS_RANGED_SKILL (op->subtype))
3351 {
3352 if (skill_flags [op->subtype] & SF_NEED_BOW)
3353 {
3354 for (object *item = who->inv; item; item = item->below)
3355 if (item->type == BOW && item->flag [FLAG_APPLIED])
3356 {
3357 //TODO: bows should/must all have skill missile weapon right now
3358 who->change_weapon (pl->ranged_ob = item);
3359 goto found_bow;
3360 }
3361
3362 who->failmsg (
3363 "You need to apply a missile weapon before readying this skill. "
3364 "H<Some skills need an item, in this case a missile weapon, to function.>"
3365 );
3366 return 1;
3367
3368 found_bow:;
3369 }
3370 else
3371 who->change_weapon (pl->ranged_ob = op);
3372 }
3373
3374 if (!op->invisible)
3375 {
3376 who->statusmsg (format (
3377 "You ready %s."
3378 "You can now use the skill: %s.",
3379 query_name (op),
3380 &op->skill
3381 ));
3382 }
3383 else
3384 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3385 }
3386 else
3387 {
3388 SET_FLAG (op, FLAG_APPLIED);
3389 change_abil (who, op);
3390 who->chosen_skill = op;
3391 SET_FLAG (who, FLAG_READY_SKILL);
3392 }
3393
3394 break;
3395
3396 case BOW:
3397 if (!check_weapon_power (who, op->last_eat))
3398 {
3399 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400
3401 if (tmp)
3402 insert_ob_in_ob (tmp, who);
3403
3404 return 1;
3405 }
3406
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 {
3409 who->failmsg ("The weapon does not recognize you as its owner. "
3410 "H<Its name indicates that it belongs to somebody else.>");
3411 if (tmp)
3412 insert_ob_in_ob (tmp, who);
3413
3414 return 1;
3415 }
3416
3417 /*FALLTHROUGH*/
3418 case WAND:
3419 case ROD:
3420 case HORN:
3421 /* check for skill, alter player status */
3422
3423 if (!skop)
3424 {
3425 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3426 return 1;
3427 }
3428
3429 SET_FLAG (op, FLAG_APPLIED);
3430 who->change_skill (skop);
3431
3432 if (who->contr)
3433 {
3434 who->contr->ranged_ob = op;
3435
3436 who->statusmsg (format ("You ready %s.", query_name (op)));
3437
3438 if (op->type == BOW)
3439 {
3440 who->current_weapon = op;
3441 change_abil (who, op);
3442 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3443 }
3444 }
3445 else
3446 {
3447 if (op->type == BOW)
3448 SET_FLAG (who, FLAG_READY_BOW);
3449 else
3450 SET_FLAG (who, FLAG_READY_RANGE);
3451 }
3452
3453 break;
3454
3455 case BUILDER:
3456 if (who->type == PLAYER)
3457 {
3458 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3459 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3460 unapply_special (who, who->contr->ranged_ob, 0);
3461
3462 who->statusmsg (format ("You ready your %s.", query_name (op)));
3463
3464 who->contr->ranged_ob = op;
3465 }
3466 break;
3467
3468 default:
3469 who->statusmsg (format ("You apply %s.", query_name (op)));
3470 }
3471
3472 SET_FLAG (op, FLAG_APPLIED);
3473
3474 if (tmp)
3475 who->insert (tmp);
3476
3477 who->update_stats ();
3478
3479 /* We exclude spell casting objects. The fire code will set the
3480 * been applied flag when they are used - until that point,
3481 * you don't know anything about them.
3482 */
3483 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3484 SET_FLAG (op, FLAG_BEEN_APPLIED);
3485
3486 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3487 if (who->type == PLAYER)
3488 {
3489 who->failmsg (
3490 "Oops, it feels deadly cold! "
3491 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3492 );
3493 SET_FLAG (op, FLAG_KNOWN_CURSED);
3494 }
3495
3496 if (object *pl = op->visible_to ())
3497 esrv_send_item (pl, op);
3498
3499 return 0;
3500 }
3501
3502 int
3503 monster_apply_special (object *who, object *op, int aflags)
3504 {
3505 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3506 return 1;
3507
3508 return apply_special (who, op, aflags);
3509 }
3510
3511 /**
3512 * Map was just loaded, handle op's initialisation.
3513 *
3514 * Generates shop floor's item, and treasures.
3515 */
3516 int
3517 auto_apply (object *op)
3518 {
3519 object *tmp = NULL, *tmp2;
3520 int i;
3521
3522 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3523
3524 switch (op->type)
3525 {
3526 case SHOP_FLOOR:
3527 if (!op->has_random_items ())
3528 return 0;
3529
3530 do
3531 {
3532 i = 10; /* let's give it 10 tries */
3533 while ((tmp = generate_treasure (op->randomitems,
3534 op->stats.exp
3535 ? (int) op->stats.exp
3536 : max (op->map->difficulty, 5)))
3537 == NULL && --i);
3538
3539 if (tmp == NULL)
3540 return 0;
3541
3542 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3543 {
3544 tmp->destroy ();
3545 tmp = NULL;
3546 }
3547 }
3548 while (!tmp);
3549
3550 tmp->x = op->x;
3551 tmp->y = op->y;
3552 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 identify (tmp);
3555 break;
3556
3557 case TREASURE:
3558 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3559 return 0;
3560
3561 while (op->stats.hp-- > 0)
3562 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564
3565 /* If we generated an object and put it in this object inventory,
3566 * move it to the parent object as the current object is about
3567 * to disappear. An example of this item is the random_* stuff
3568 * that is put inside other objects.
3569 */
3570 if (op->env)
3571 while (op->inv)
3572 op->env->insert (op->inv);
3573
3574 op->destroy ();
3575 break;
3576 }
3577
3578 return !!tmp;
3579 }
3580
3581 /**
3582 * fix_auto_apply goes through the entire map every time a map
3583 * is loaded or swapped in and performs special actions for
3584 * certain objects (most initialization of chests and creation of
3585 * treasures and stuff). Calls auto_apply if appropriate.
3586 */
3587 void
3588 maptile::fix_auto_apply ()
3589 {
3590 if (!spaces)
3591 return;
3592
3593 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3594 for (object *tmp = ms->bot; tmp; )
3595 {
3596 object *above = tmp->above;
3597
3598 if (tmp->inv)
3599 {
3600 object *invtmp, *invnext;
3601
3602 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3603 {
3604 invnext = invtmp->below;
3605
3606 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3607 auto_apply (invtmp);
3608 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3609 {
3610 while (invtmp->stats.hp-- > 0)
3611 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3612
3613 invtmp->randomitems = NULL;
3614 }
3615 else if (invtmp && invtmp->arch
3616 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3617 {
3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619 /* Need to clear this so that we never try to create
3620 * treasure again for this object
3621 */
3622 invtmp->randomitems = NULL;
3623 }
3624 }
3625 /* This is really temporary - the code at the bottom will
3626 * also set randomitems to null. The problem is there are bunches
3627 * of maps/players already out there with items that have spells
3628 * which haven't had the randomitems set to null yet.
3629 * MSW 2004-05-13
3630 *
3631 * And if it's a spellbook, it's better to set randomitems to NULL too,
3632 * else you get two spells in the book ^_-
3633 * Ryo 2004-08-16
3634 */
3635 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3636 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3637 tmp->randomitems = NULL;
3638
3639 }
3640
3641 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3642 auto_apply (tmp);
3643 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3644 {
3645 while ((tmp->stats.hp--) > 0)
3646 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3647 tmp->randomitems = NULL;
3648 }
3649 else if (tmp->type == TIMED_GATE)
3650 {
3651 object *head = tmp->head != NULL ? tmp->head : tmp;
3652
3653 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3654 tmp->set_speed (0);
3655 }
3656 /* This function can be called everytime a map is loaded, even when
3657 * swapping back in. As such, we don't want to create the treasure
3658 * over and ove again, so after we generate the treasure, blank out
3659 * randomitems so if it is swapped in again, it won't make anything.
3660 * This is a problem for the above objects, because they have counters
3661 * which say how many times to make the treasure.
3662 */
3663 else if (tmp && tmp->arch && tmp->type != PLAYER
3664 && tmp->type != TREASURE && tmp->type != SPELL
3665 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3666 {
3667 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3668 tmp->randomitems = NULL;
3669 }
3670
3671 // close all containers
3672 else if (tmp->type == CONTAINER)
3673 tmp->flag [FLAG_APPLIED] = 0;
3674
3675 tmp = above;
3676 }
3677
3678 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3679 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3680 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3681 check_trigger (tmp, tmp->above);
3682 }
3683
3684 /**
3685 * Handles player eating food that temporarily changes status (resistances, stats).
3686 * This used to call cast_change_attr(), but
3687 * that doesn't work with the new spell code. Since we know what
3688 * the food changes, just grab a force and use that instead.
3689 */
3690 void
3691 eat_special_food (object *who, object *food)
3692 {
3693 object *force;
3694 int i, did_one = 0;
3695
3696 force = get_archetype (FORCE_NAME);
3697
3698 for (i = 0; i < NUM_STATS; i++)
3699 if (sint8 k = food->stats.stat (i))
3700 {
3701 force->stats.stat (i) = k;
3702 did_one = 1;
3703 }
3704
3705 /* check if we can protect the eater */
3706 for (i = 0; i < NROFATTACKS; i++)
3707 {
3708 if (food->resist[i] > 0)
3709 {
3710 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1;
3712 }
3713 }
3714
3715 if (did_one)
3716 {
3717 force->set_speed (0.1);
3718 /* bigger morsel of food = longer effect time */
3719 force->duration = food->stats.food / 5;
3720 SET_FLAG (force, FLAG_APPLIED);
3721 change_abil (who, force);
3722 insert_ob_in_ob (force, who);
3723 }
3724 else
3725 force->destroy ();
3726
3727 /* check for hp, sp change */
3728 if (food->stats.hp != 0)
3729 {
3730 if (QUERY_FLAG (food, FLAG_CURSED))
3731 {
3732 who->contr->killer = food;
3733 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3734 who->failmsg ("Eck!...that was poisonous!");
3735 }
3736 else
3737 {
3738 if (food->stats.hp > 0)
3739 who->statusmsg ("You begin to feel better.");
3740 else
3741 who->failmsg ("Eck!...that was poisonous!");
3742
3743 who->stats.hp += food->stats.hp;
3744 }
3745 }
3746
3747 if (food->stats.sp != 0)
3748 {
3749 if (QUERY_FLAG (food, FLAG_CURSED))
3750 {
3751 who->failmsg ("You are drained of mana!");
3752 who->stats.sp -= food->stats.sp;
3753 if (who->stats.sp < 0)
3754 who->stats.sp = 0;
3755 }
3756 else
3757 {
3758 who->statusmsg ("You feel a rush of magical energy!");
3759 who->stats.sp += food->stats.sp;
3760 /* place limit on max sp from food? */
3761 }
3762 }
3763
3764 who->update_stats ();
3765 }
3766
3767 /**
3768 * Designed primarily to light torches/lanterns/etc.
3769 * Also burns up burnable material too. First object in the inventory is
3770 * the selected object to "burn". -b.t.
3771 */
3772 void
3773 apply_lighter (object *who, object *lighter)
3774 {
3775 object *item;
3776 int is_player_env = 0;
3777
3778 item = find_marked_object (who);
3779 if (item)
3780 {
3781 if (lighter->last_eat && lighter->stats.food)
3782 { /* lighter gets used up */
3783 object *oneLighter = lighter->split ();
3784 oneLighter->stats.food--;
3785 who->insert (oneLighter);
3786 }
3787 else if (lighter->last_eat)
3788 {
3789 /* no charges left in lighter */
3790 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3791 return;
3792 }
3793
3794 /* Perhaps we should split what we are trying to light on fire?
3795 * I can't see many times when you would want to light multiple
3796 * objects at once.
3797 */
3798
3799 if (who == item->in_player ())
3800 is_player_env = 1;
3801
3802 save_throw_object (item, AT_FIRE, who);
3803
3804 if (item->destroyed ())
3805 {
3806 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3807 /* Need to update the player so that the players glow radius
3808 * gets changed.
3809 */
3810 if (is_player_env)
3811 who->update_stats ();
3812 }
3813 else
3814 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3815 }
3816 else
3817 who->failmsg ("You need to mark a lightable object.");
3818 }
3819
3820 /**
3821 * op made some mistake with a scroll, this takes care of punishment.
3822 * scroll_failure()- hacked directly from spell_failure
3823 */
3824 void
3825 scroll_failure (object *op, int failure, int power)
3826 {
3827 if (abs (failure / 4) > power)
3828 power = abs (failure / 4); /* set minimum effect */
3829
3830 if (failure <= -1 && failure > -15)
3831 { /* wonder */
3832 object *tmp;
3833
3834 op->failmsg ("Your spell warps!");
3835 tmp = get_archetype (SPELL_WONDER);
3836 cast_wonder (op, op, 0, tmp);
3837 tmp->destroy ();
3838 }
3839 else if (failure <= -15 && failure > -35)
3840 { /* drain mana */
3841 op->failmsg ("Your mana is drained!");
3842 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3843 if (op->stats.sp < 0)
3844 op->stats.sp = 0;
3845 }
3846 else if (settings.spell_failure_effects == TRUE)
3847 {
3848 if (failure <= -35 && failure > -60)
3849 { /* confusion */
3850 op->failmsg ("The magic recoils on you!");
3851 confuse_player (op, op, power);
3852 }
3853 else if (failure <= -60 && failure > -70)
3854 { /* paralysis */
3855 op->failmsg ("The magic recoils and paralyzes you!");
3856 paralyze_player (op, op, power);
3857 }
3858 else if (failure <= -70 && failure > -80)
3859 { /* blind */
3860 op->failmsg ("The magic recoils on you!");
3861 blind_player (op, op, power);
3862 }
3863 else if (failure <= -80)
3864 { /* blast the immediate area */
3865 object *tmp = get_archetype (LOOSE_MANA);
3866 cast_magic_storm (op, tmp, power);
3867 op->failmsg ("You unleash uncontrolled mana!");
3868 tmp->destroy ();
3869 }
3870 }
3871 }
3872
3873 void
3874 apply_changes_to_player (object *pl, object *change)
3875 {
3876 int excess_stat = 0; /* if the stat goes over the maximum
3877 for the race, put the excess stat some
3878 where else. */
3879
3880 switch (change->type)
3881 {
3882 case CLASS:
3883 {
3884 living *stats = &(pl->contr->orig_stats);
3885 living *ns = &(change->stats);
3886 object *walk;
3887 int flag_change_face = 1;
3888
3889 /* the following code assigns stats up to the stat max
3890 * for the race, and if the stat max is exceeded,
3891 * tries to randomly reassign the excess stat
3892 */
3893 int i, j;
3894
3895 for (i = 0; i < NUM_STATS; i++)
3896 {
3897 int race_bonus = pl->arch->stats.stat (i);
3898 sint8 stat = stats->stat (i) + ns->stat (i);
3899
3900 if (stat > 20 + race_bonus)
3901 {
3902 excess_stat++;
3903 stat = 20 + race_bonus;
3904 }
3905
3906 stats->stat (i) = stat;
3907 }
3908
3909 for (j = 0; excess_stat > 0 && j < 100; j++)
3910 { /* try 100 times to assign excess stats */
3911 int i = rndm (0, 6);
3912
3913 if (i == CHA)
3914 continue; /* exclude cha from this */
3915
3916 int stat = stats->stat (i);
3917 int race_bonus = pl->arch->stats.stat (i);
3918 if (stat < 20 + race_bonus)
3919 {
3920 change_attr_value (stats, i, 1);
3921 excess_stat--;
3922 }
3923 }
3924
3925 /* insert the randomitems from the change's treasurelist into
3926 * the player ref: player.c
3927 */
3928 if (change->randomitems != NULL)
3929 give_initial_items (pl, change->randomitems);
3930
3931 /* set up the face, for some races. */
3932
3933 /* first, look for the force object banning
3934 * changing the face. Certain races never change face with class.
3935 */
3936 for (walk = pl->inv; walk != NULL; walk = walk->below)
3937 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3938 flag_change_face = 0;
3939
3940 if (flag_change_face)
3941 {
3942 pl->face = change->face;
3943 pl->animation_id = change->animation_id;
3944 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3945 }
3946
3947 /* check the special case of can't use weapons */
3948 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3949 if (!strcmp (change->name, "monk"))
3950 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3951
3952 break;
3953 }
3954 }
3955 }
3956
3957 /**
3958 * This handles items of type 'transformer'.
3959 * Basically those items, used with a marked item, transform both items into something
3960 * else.
3961 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3962 * Change information is contained in the 'slaying' field of the marked item.
3963 * The format is as follow: transformer:[number ]yield[;transformer:...].
3964 * This way an item can be transformed in many things, and/or many objects.
3965 * The 'slaying' field for transformer is used as verb for the action.
3966 */
3967 void
3968 apply_item_transformer (object *pl, object *transformer)
3969 {
3970 object *marked;
3971 object *new_item;
3972 char *find;
3973 char *separator;
3974 int yield;
3975 char got[MAX_BUF];
3976 int len;
3977
3978 if (!pl || !transformer)
3979 return;
3980
3981 marked = find_marked_object (pl);
3982
3983 if (!marked)
3984 {
3985 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3986 return;
3987 }
3988
3989 if (!marked->slaying)
3990 {
3991 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3992 return;
3993 }
3994
3995 /* check whether they are compatible or not */
3996 find = strstr (marked->slaying, transformer->arch->archname);
3997 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3998 {
3999 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4000 return;
4001 }
4002
4003 find += strlen (transformer->arch->archname) + 1;
4004 /* Item can be used, now find how many and what it yields */
4005 if (isdigit (*(find)))
4006 {
4007 yield = atoi (find);
4008 if (yield < 1)
4009 {
4010 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4011 yield = 1;
4012 }
4013 }
4014 else
4015 yield = 1;
4016
4017 while (isdigit (*find))
4018 find++;
4019
4020 while (*find == ' ')
4021 find++;
4022
4023 memset (got, 0, MAX_BUF);
4024
4025 if ((separator = strchr (find, ';')) != NULL)
4026 len = separator - find;
4027 else
4028 len = strlen (find);
4029
4030 if (len > MAX_BUF - 1)
4031 len = MAX_BUF - 1;
4032
4033 strcpy (got, find);
4034 got[len] = '\0';
4035
4036 /* Now create new item, remove used ones when required. */
4037 new_item = get_archetype (got);
4038 if (!new_item)
4039 {
4040 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4041 return;
4042 }
4043
4044 new_item->nrof = yield;
4045
4046 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4047
4048 pl->insert (new_item);
4049 /* Eat up one item */
4050 marked->decrease ();
4051
4052 /* Eat one transformer if needed */
4053 if (transformer->stats.food)
4054 if (--transformer->stats.food == 0)
4055 transformer->decrease ();
4056 }
4057