ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.190
Committed: Fri Apr 3 00:11:26 2009 UTC (15 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_78
Changes since 1.189: +4 -2 lines
Log Message:
*** empty log message ***

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_tmp 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 op->failmsg ("Yech! Your lungs are on fire!");
321 create_exploding_ball_at (op, op->level);
322 }
323 else
324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
325
326 tmp->decrease ();
327
328 /* if youre dead, no point in doing this... */
329 if (!QUERY_FLAG (op, FLAG_REMOVED))
330 op->update_stats ();
331
332 return 1;
333 }
334
335 /* Deal with protection potions */
336 force = NULL;
337 for (i = 0; i < NROFATTACKS; i++)
338 {
339 if (tmp->resist[i])
340 {
341 if (!force)
342 force = get_archetype (FORCE_NAME);
343
344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
345 force->type = POTION_EFFECT;
346 break; /* Only need to find one protection since we copy entire batch */
347 }
348 }
349
350 /* This is a protection potion */
351 if (force)
352 {
353 /* cursed items last longer */
354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
355 {
356 force->stats.food *= 10;
357 for (i = 0; i < NROFATTACKS; i++)
358 if (force->resist[i] > 0)
359 force->resist[i] = -force->resist[i]; /* prot => vuln */
360 }
361
362 force->speed_left = -1;
363 force = insert_ob_in_ob (force, op);
364 CLEAR_FLAG (tmp, FLAG_APPLIED);
365 SET_FLAG (force, FLAG_APPLIED);
366 change_abil (op, force);
367 tmp->decrease ();
368 return 1;
369 }
370
371 /* Only thing left are the stat potions */
372 if (op->type == PLAYER)
373 { /* only for players */
374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
377 CLEAR_FLAG (tmp, FLAG_APPLIED);
378 else
379 SET_FLAG (tmp, FLAG_APPLIED);
380
381 if (!change_abil (op, tmp))
382 op->statusmsg ("Nothing happened.");
383 }
384
385 /* CLEAR_FLAG is so that if the character has other potions
386 * that were grouped with the one consumed, his
387 * stat will not be raised by them. fix_player just clears
388 * up all the stats.
389 */
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 op->update_stats ();
392 tmp->decrease ();
393 return 1;
394 }
395
396 /****************************************************************************
397 * Weapon improvement code follows
398 ****************************************************************************/
399
400 /**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405 bool
406 check_item_power (object *who, int item_power)
407 {
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414 }
415
416 /**
417 * This returns the sum of nrof of item (arch name).
418 */
419 static int
420 check_item (object *op, shstr_cmp item)
421 {
422 int count = 0;
423
424 if (!item)
425 return 0;
426
427 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
431 count += op->number_of ();
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, shstr_cmp item, uint32 nrof)
444 {
445 object *prev;
446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (op->arch->archname == item)
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 * Returns how many items of type improver->slaying there are under op.
475 * Will display a message if none found, and 1 if improver->slaying is NULL.
476 */
477 static int
478 check_sacrifice (object *op, const object *improver)
479 {
480 int count = 0;
481
482 if (improver->slaying)
483 {
484 count = check_item (op, improver->slaying);
485 if (count < 1)
486 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
488 return 0;
489 }
490 }
491 else
492 count = 1;
493
494 return count;
495 }
496
497 /**
498 * Actually improves the weapon, and tells user.
499 */
500 static int
501 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
502 {
503 stat += sacrifice_count;
504 weapon->last_eat++;
505 improver->decrease ();
506
507 /* So it updates the players stats and the window */
508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
516 return 1;
517 }
518
519 /* Types of improvements, hidden in the sp field. */
520 #define IMPROVE_PREPARE 1
521 #define IMPROVE_DAMAGE 2
522 #define IMPROVE_WEIGHT 3
523 #define IMPROVE_ENCHANT 4
524 #define IMPROVE_STR 5
525 #define IMPROVE_DEX 6
526 #define IMPROVE_CON 7
527 #define IMPROVE_WIS 8
528 #define IMPROVE_CHA 9
529 #define IMPROVE_INT 10
530 #define IMPROVE_POW 11
531
532 /**
533 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on.
535 */
536 int
537 prepare_weapon (object *op, object *improver, object *weapon)
538 {
539 int sacrifice_count, i;
540 char buf[MAX_BUF];
541
542 if (weapon->level != 0)
543 {
544 op->failmsg ("Weapon is already prepared!");
545 return 0;
546 }
547
548 for (i = 0; i < NROFATTACKS; i++)
549 if (weapon->resist[i])
550 break;
551
552 /* If we break out, i will be less than nrofattacks, preventing
553 * improvement of items that already have protections.
554 */
555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
557 weapon->stats.exp || /* speed */
558 weapon->stats.ac) /* AC - only taifu's I think */
559 {
560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
563 return 0;
564 }
565
566 sacrifice_count = check_sacrifice (op, improver);
567 if (sacrifice_count <= 0)
568 return 0;
569
570 weapon->level = isqrt (sacrifice_count);
571 eat_item (op, improver->slaying, sacrifice_count);
572
573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
578
579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
580 weapon->name = weapon->name_pl = buf;
581 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */
583 improver->decrease ();
584 weapon->last_eat = 0;
585 return 1;
586 }
587
588 /**
589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
590 * This is the new improve weapon code.
591 * Returns 0 if it was not able to work for some reason.
592 *
593 * Checks if weapon was prepared, if enough potions on the floor, ...
594 *
595 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve
598 */
599 int
600 improve_weapon (object *op, object *improver, object *weapon)
601 {
602 int sacrifice_count, sacrifice_needed = 0;
603
604 if (improver->stats.sp == IMPROVE_PREPARE)
605 return prepare_weapon (op, improver, weapon);
606
607 if (weapon->level == 0)
608 {
609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
612 return 0;
613 }
614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
617 {
618 op->failmsg ("This weapon cannot be improved any more.");
619 return 0;
620 }
621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
624 {
625 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you "
627 "really want to improve it.");
628 return 0;
629 }
630
631 /* This just increases damage by 5 points, no matter what. No sacrifice
632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
633 * don't put any maximum value on damage - the limit is how much the
634 * weapon can be improved.
635 */
636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
638 weapon->stats.dam += 5;
639 weapon->weight += 5000; /* 5 KG's */
640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
641 weapon->last_eat++;
642
643 weapon->item_power++;
644 improver->decrease ();
645 return 1;
646 }
647
648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
650 /* Reduce weight by 20% */
651 weapon->weight = (weapon->weight * 8) / 10;
652 if (weapon->weight < 1)
653 weapon->weight = 1;
654
655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
656 weapon->last_eat++;
657 weapon->item_power++;
658 improver->decrease ();
659 return 1;
660 }
661
662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
664 weapon->magic++;
665 weapon->last_eat++;
666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
667 improver->decrease ();
668 weapon->item_power++;
669 return 1;
670 }
671
672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
674
675 if (sacrifice_needed < 1)
676 sacrifice_needed = 1;
677 sacrifice_needed *= 2;
678
679 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed)
681 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
683 return 0;
684 }
685
686 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++;
688
689 switch (improver->stats.sp)
690 {
691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
698 default:
699 op->failmsg ("Unknown improvement type.");
700 }
701
702 LOG (llevError, "improve_weapon: Got to end of function\n");
703 return 0;
704 }
705
706 /**
707 * Handles the applying of improve/prepare/enchant weapon scroll.
708 * Checks a few things (not on a non-magic square, marked weapon, ...),
709 * then calls improve_weapon to do the dirty work.
710 */
711 int
712 check_improve_weapon (object *op, object *tmp)
713 {
714 object *otmp;
715
716 if (op->type != PLAYER)
717 return 0;
718
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 {
721 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0;
723 }
724
725 otmp = find_marked_object (op);
726
727 if (!otmp)
728 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0;
731 }
732
733 if (otmp->type != WEAPON && otmp->type != BOW)
734 {
735 op->failmsg ("Marked item is not a weapon or bow!");
736 return 0;
737 }
738
739 op->statusmsg ("Applied weapon builder.");
740
741 improve_weapon (op, tmp, otmp);
742 esrv_send_item (op, otmp);
743 return 1;
744 }
745
746 /**
747 * This code deals with the armour improvment scrolls.
748 * Change limits on improvement - let players go up to
749 * +5 no matter what level, but they are limited by item
750 * power.
751 * Try to use same improvement code as in the common/treasure.c
752 * file, so that if you make a +2 full helm, it will be just
753 * the same as one you find in a shop.
754 *
755 * deprecated comment:
756 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
757 * only 'enchantment' of armour is possible - improving
758 * the stats of a player w/ armour as well as a weapon
759 * will probably horribly unbalance the game. Magic enchanting
760 * depends on the level of the character - ie the plus
761 * value (magic) of the armour can never be increased beyond
762 * the level of the character / 10 -- rounding upish, nor may
763 * the armour value of the piece of equipment exceed either
764 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now.
767 */
768 int
769 improve_armour (object *op, object *improver, object *armour)
770 {
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant)
774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
777 }
778
779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
780 * etc), so take the easy way out and don't worry about it.
781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
782 * of gnarg and what not?)
783 */
784 if (armour->title)
785 {
786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
789
790 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge.
792 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794
795 armour->magic++;
796
797 if (!settings.armor_speed_linear)
798 {
799 int base = 100;
800 int pow = 0;
801
802 while (pow < armour->magic)
803 {
804 base = base - (base * settings.armor_speed_improvement) / 100;
805 pow++;
806 }
807
808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
809 }
810 else
811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
812
813 if (!settings.armor_weight_linear)
814 {
815 int base = 100;
816 int pow = 0;
817
818 while (pow < armour->magic)
819 {
820 base = base - (base * settings.armor_weight_reduction) / 100;
821 pow++;
822 }
823
824 armour->weight = (armour->arch->weight * base) / 100;
825 }
826 else
827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
828
829 if (armour->weight <= 0)
830 {
831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
832 armour->weight = 1;
833 }
834
835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
836
837 if (op->type == PLAYER)
838 {
839 esrv_send_item (op, armour);
840
841 if (QUERY_FLAG (armour, FLAG_APPLIED))
842 op->update_stats ();
843 }
844
845 improver->decrease ();
846
847 if (tmp)
848 op->insert (tmp);
849
850 return 1;
851 }
852
853 /*
854 * convert_item() returns 1 if anything was converted, 0 if the item was not
855 * what the converter wants, -1 if the converter is broken.
856 *
857 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion.
859 * item is the object that triggered the converter - if it is not
860 * what the converter wants, this will not do anything.
861 */
862 static int
863 convert_item (object *item, object *converter)
864 {
865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
874
875 /* We make some assumptions - we assume if it takes money as it type,
876 * it wants some amount. We don't make change (ie, if something costs
877 * 3 gp and player drops a platinum, tough luck)
878 */
879 if (conv_from == shstr_money)
880 {
881 if (item->type != MONEY)
882 return 0;
883
884 nr = sint64 (item->nrof) * item->value / need;
885 if (!nr)
886 return 0;
887
888 converter->play_sound (sound_find ("shop_buy"));
889
890 sint64 cost = (nr * need + item->value - 1) / item->value;
891
892 item->decrease (cost);
893
894 price_in = cost * item->value;
895 }
896 else
897 {
898 if (item->type == PLAYER
899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
901 return 0;
902
903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
906 {
907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
913 price_in = item->value;
914 item->destroy ();
915 }
916 }
917
918 if (converter->inv)
919 {
920 object *ob;
921 int i;
922 object *ob_to_copy;
923
924 /* select random object from inventory to copy */
925 ob_to_copy = converter->inv;
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0)
928 ob_to_copy = ob;
929
930 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 }
934 else
935 {
936 if (!conv_to)
937 {
938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
939 &converter->name, &converter->map->path, converter->x, converter->y);
940 return -1;
941 }
942
943 item = object_create_arch (conv_to);
944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
945 }
946
947 if (give)
948 item->nrof = give;
949
950 if (nr)
951 item->nrof *= nr;
952
953 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 /**
969 * elmex: we are going to let the game continue, as the mapcreator
970 * hopefully had something in mind when doing this.
971 */
972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1;
981 }
982
983 /**
984 * Handle apply on containers.
985 * By Eneq(@csd.uu.se).
986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
987 * added the alchemical cauldron to the code -b.t.
988 */
989 int
990 apply_container (object *op, object *sack)
991 {
992 if (op->type != PLAYER || !op->contr->ns)
993 return 0; /* This might change */
994
995 if (!sack || sack->type != CONTAINER)
996 {
997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
998 return 0;
999 }
1000
1001 op->contr->last_used = 0;
1002
1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1007 }
1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container == sack)
1013 {
1014 // open on ground or inv, so close
1015 op->close_container ();
1016 return 1;
1017 }
1018 else if (!sack->env)
1019 {
1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1023 }
1024
1025 // fall through to opening it (active in inv)
1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1030 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1;
1032 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 {
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack);
1050
1051 return 1;
1052 }
1053
1054 /**
1055 * Handles dropping things on altar.
1056 * Returns true if sacrifice was accepted.
1057 */
1058 static int
1059 apply_altar (object *altar, object *sacrifice, object *originator)
1060 {
1061 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0;
1064
1065 if (operate_altar (altar, &sacrifice))
1066 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * with an altar. We call it a Potion - altars are stationary - it
1069 * is up to map designers to use them properly.
1070 */
1071 if (altar->inv && altar->inv->type == SPELL)
1072 {
1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1075 /* If it is connected, push the button. Fixes some problems with
1076 * old maps.
1077 */
1078
1079 /* push_button (altar);*/
1080 }
1081 else
1082 {
1083 altar->value = 1; /* works only once */
1084 push_button (altar, originator);
1085 }
1086
1087 return !sacrifice;
1088 }
1089 else
1090 return 0;
1091 }
1092
1093 /**
1094 * Handles 'movement' of shop mats.
1095 * Returns 1 if 'op' was destroyed, 0 if not.
1096 * Largely re-written to not use nearly as many gotos, plus
1097 * some of this code just looked plain out of date.
1098 * MSW 2001-08-29
1099 */
1100 int
1101 apply_shop_mat (object *shop_mat, object *op)
1102 {
1103 int rv = 0;
1104 double opinion;
1105 object *tmp, *next;
1106
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108
1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1121 {
1122 /* Remove all the unpaid objects that may be carried here.
1123 * This could be pets or monsters that are somehow in
1124 * the shop.
1125 */
1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1128 next = tmp->below;
1129
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133
1134 if (i >= 0)
1135 tmp->move (i);
1136 }
1137 }
1138
1139 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1142
1143 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space.
1145 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1147 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1151 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153
1154 return 0;
1155 }
1156
1157 /* Removed code that checked for multipart objects - it appears that
1158 * the teleport function should be able to handle this just fine.
1159 */
1160 rv = teleport (shop_mat, SHOP_MAT, op);
1161 }
1162 else if (can_pay (op) && get_payment (op))
1163 {
1164 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op);
1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1174 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor.
1179 */
1180 else if (!rv && !is_in_shop (op))
1181 {
1182 opinion = shopkeeper_approval (op->map, op);
1183
1184 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1188 : "The shopkeeper glares at you with contempt."
1189 );
1190 }
1191 }
1192 else
1193 {
1194 /* if we get here, a player tried to leave a shop but was not able
1195 * to afford the items he has. We try to move the player so that
1196 * they are not on the mat anymore
1197 */
1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1199
1200 if (i == -1)
1201 LOG (llevError, "Internal shop-mat problem.\n");
1202 else
1203 {
1204 op->remove ();
1205 op->x += freearr_x[i];
1206 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 }
1209 }
1210
1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1212 return rv;
1213 }
1214
1215 /**
1216 * Handles applying a sign.
1217 */
1218 static void
1219 apply_sign (object *op, object *sign, int autoapply)
1220 {
1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1239 if (sign->stats.food)
1240 {
1241 if (sign->last_eat >= sign->stats.food)
1242 {
1243 if (!sign->move_on)
1244 op->failmsg ("You cannot read it anymore.");
1245
1246 return;
1247 }
1248
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1250 sign->last_eat++;
1251 }
1252
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254 * No way to know for sure. The presumption is basically that if
1255 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us).
1257 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1259 {
1260 op->failmsg ("You are unable to read while blind!");
1261 return;
1262 }
1263
1264 if (op->contr)
1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274 }
1275
1276 static void
1277 move_apply_hole (object *trap, object *victim)
1278 {
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1306 }
1307
1308 /**
1309 * 'victim' moves onto 'trap'
1310 * 'victim' leaves 'trap'
1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1312 *
1313 * originator: Player, monster or other object that caused 'victim' to move
1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1315 * However, some types of traps require an originator to function.
1316 */
1317 void
1318 move_apply (object *trap, object *victim, object *originator)
1319 {
1320 static int recursion_depth = 0;
1321
1322 /* Only exits affect DMs. */
1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1324 return;
1325
1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion.
1328 */
1329 /* The following was changed because it was causing perfeclty correct
1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes.
1334 */
1335 if (recursion_depth >= 500)
1336 {
1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1339 return;
1340 }
1341
1342 recursion_depth++;
1343 if (trap->head)
1344 trap = trap->head;
1345
1346 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347 goto leave;
1348
1349 switch (trap->type)
1350 {
1351 case PLAYERMOVER:
1352 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1353 {
1354 if (!trap->stats.maxsp)
1355 trap->stats.maxsp = 2;
1356
1357 /* Is this correct? From the docs, it doesn't look like it
1358 * should be divided by trap->speed
1359 */
1360 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1361
1362 /* Just put in some sanity check. I think there is a bug in the
1363 * above with some objects have zero speed, and thus the player
1364 * getting permanently paralyzed.
1365 */
1366 if (victim->speed_left < -50.f)
1367 victim->speed_left = -50.f;
1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369 }
1370 goto leave;
1371
1372 case SPINNER:
1373 if (victim->direction)
1374 {
1375 victim->direction = absdir (victim->direction - trap->stats.sp);
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case DIRECTOR:
1381 if (victim->direction && !should_director_abort (trap, victim))
1382 {
1383 victim->direction = trap->stats.sp;
1384 update_turn_face (victim);
1385 }
1386 goto leave;
1387
1388 case BUTTON:
1389 case PEDESTAL:
1390 update_button (trap, originator);
1391 goto leave;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 goto leave;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 goto leave;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 goto leave;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 goto leave;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 {
1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 goto leave;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1442 */
1443 ab_next = ab->above;
1444
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 goto leave;
1458 }
1459
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 goto leave;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim);
1473 goto leave;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 goto leave;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 goto leave;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 goto leave;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 goto leave;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 goto leave;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 goto leave;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 goto leave;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim);
1529 goto leave;
1530
1531 default:
1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 goto leave;
1535 }
1536
1537 leave:
1538 recursion_depth--;
1539 }
1540
1541 /**
1542 * Handles reading a regular (ie not containing a spell) book.
1543 */
1544 static void
1545 apply_book (object *op, object *tmp)
1546 {
1547 int lev_diff;
1548 object *skill_ob;
1549
1550 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1551 {
1552 op->failmsg ("You are unable to read while blind!");
1553 return;
1554 }
1555
1556 if (!tmp->msg)
1557 {
1558 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1559 return;
1560 }
1561
1562 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill);
1564 if (!skill_ob)
1565 {
1566 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1567 return;
1568 }
1569
1570 lev_diff = tmp->level - (skill_ob->level + 5);
1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572 {
1573 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1574 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1575 : lev_diff < 5 ? "This book is beyond your comprehension."
1576 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1577 : lev_diff < 15 ? "This book is way beyond your comprehension."
1578 : "This book is totally beyond your comprehension.");
1579 return;
1580 }
1581
1582 readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 if (player *pl = op->contr)
1585 if (client *ns = pl->ns)
1586 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1587
1588 /* gain xp from reading */
1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1590 { /* only if not read before */
1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1592
1593 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1594 {
1595 /*exp_gain *= 2; because they just identified it too */
1596 SET_FLAG (tmp, FLAG_IDENTIFIED);
1597
1598 if (object *pl = tmp->visible_to ())
1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1600 }
1601
1602 change_exp (op, exp_gain, skill_ob->skill, 0);
1603 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1604 }
1605 }
1606
1607 /**
1608 * Handles the applying of a skill scroll, calling learn_skill straight.
1609 * op is the person learning the skill, tmp is the skill scroll object
1610 */
1611 static void
1612 apply_skillscroll (object *op, object *tmp)
1613 {
1614 switch (learn_skill (op, tmp))
1615 {
1616 case 0:
1617 op->play_sound (sound_find ("generic_fail"));
1618 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1619 break;
1620
1621 case 1:
1622 tmp->decrease ();
1623 op->play_sound (sound_find ("skill_learn"));
1624 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1625 break;
1626
1627 default:
1628 tmp->decrease ();
1629 op->play_sound (sound_find ("generic_fail"));
1630 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1631 break;
1632 }
1633 }
1634
1635 /**
1636 * Actually makes op learn spell.
1637 * Informs player of what happens.
1638 */
1639 void
1640 do_learn_spell (object *op, object *spell, int special_prayer)
1641 {
1642 object *tmp;
1643
1644 if (op->type != PLAYER)
1645 {
1646 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1647 return;
1648 }
1649
1650 /* Upgrade special prayers to normal prayers */
1651 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1652 {
1653 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1654 {
1655 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1656 return;
1657 }
1658 return;
1659 }
1660
1661 op->contr->play_sound (sound_find ("learn_spell"));
1662
1663 tmp = spell->clone ();
1664 insert_ob_in_ob (tmp, op);
1665
1666 if (special_prayer)
1667 SET_FLAG (tmp, FLAG_STARTEQUIP);
1668
1669 esrv_add_spells (op->contr, tmp);
1670 }
1671
1672 /**
1673 * Erases spell from player's inventory.
1674 */
1675 void
1676 do_forget_spell (object *op, const char *spell)
1677 {
1678 object *spob;
1679
1680 if (op->type != PLAYER)
1681 {
1682 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1683 return;
1684 }
1685 if ((spob = check_spell_known (op, spell)) == NULL)
1686 {
1687 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1688 return;
1689 }
1690
1691 op->failmsg (format ("You lose knowledge of %s.", spell));
1692 player_unready_range_ob (op->contr, spob);
1693 esrv_remove_spell (op->contr, spob);
1694 spob->destroy ();
1695 }
1696
1697 /**
1698 * Handles player applying a spellbook.
1699 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1700 * stuff like that. Random learning failure too.
1701 */
1702 static void
1703 apply_spellbook (object *op, object *tmp)
1704 {
1705 object *skop, *spell, *spell_skill;
1706
1707 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1708 {
1709 op->failmsg ("You are unable to read while blind.");
1710 return;
1711 }
1712
1713 /* artifact_spellbooks have 'slaying' field point to a spell name,
1714 * instead of having their spell stored in stats.sp. These are
1715 * legacy spellbooks
1716 */
1717 if (tmp->slaying)
1718 {
1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1720 if (!spell)
1721 {
1722 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1723 return;
1724 }
1725 else
1726 insert_ob_in_ob (spell, tmp);
1727
1728 tmp->slaying = 0;
1729 }
1730
1731 skop = find_skill_by_name (op, tmp->skill);
1732
1733 /* need a literacy skill to learn spells. Also, having a literacy level
1734 * lower than the spell will make learning the spell more difficult */
1735 if (!skop)
1736 {
1737 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1738 return;
1739 }
1740
1741 spell = tmp->inv;
1742
1743 if (!spell)
1744 {
1745 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1747 return;
1748 }
1749
1750 int learn_level = sqrtf (spell->level) * 1.5f;
1751 if (skop->level < learn_level)
1752 {
1753 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1754 &tmp->skill, learn_level));
1755 return;
1756 }
1757
1758 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1759
1760 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1761 identify (tmp);
1762
1763 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark.
1767 */
1768 if (check_spell_known (op, spell->name))
1769 {
1770 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return;
1772 }
1773
1774 if (spell->skill)
1775 {
1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1778 if (!spell_skill)
1779 {
1780 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return;
1782 }
1783
1784 if (spell_skill->level < spell->level)
1785 {
1786 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return;
1788 }
1789 }
1790
1791 /* Logic as follows
1792 *
1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1794 *
1795 * 2- The learner's skill level in literacy adjusts the chance to learn
1796 * a spell.
1797 *
1798 * 3 -Automatically fail to learn if you read while confused
1799 *
1800 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t.
1802 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1805 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 {
1811 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 do_learn_spell (op, spell, 0);
1813
1814 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1817 }
1818 else
1819 {
1820 op->contr->play_sound (sound_find ("fumble_spell"));
1821 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1822 }
1823
1824 tmp->decrease ();
1825 }
1826
1827 /**
1828 * Handles applying a spell scroll.
1829 */
1830 void
1831 apply_scroll (object *op, object *tmp, int dir)
1832 {
1833 object *skop;
1834
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 {
1837 op->failmsg ("You are unable to read while blind.");
1838 return;
1839 }
1840
1841 if (!tmp->inv || tmp->inv->type != SPELL)
1842 {
1843 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1844 return;
1845 }
1846
1847 if (op->type == PLAYER)
1848 {
1849 /* players need a literacy skill to read stuff! */
1850 int exp_gain = 0;
1851
1852 /* hard code literacy - tmp->skill points to where the exp
1853 * should go for anything killed by the spell.
1854 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856
1857 if (!skop)
1858 {
1859 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1860 return;
1861 }
1862
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0);
1865 }
1866
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp);
1869
1870 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1871
1872 cast_spell (op, tmp, dir, tmp->inv, NULL);
1873 tmp->decrease ();
1874 }
1875
1876 /**
1877 * Applies a treasure object - by default, chest. op
1878 * is the person doing the applying, tmp is the treasure
1879 * chest.
1880 */
1881 static void
1882 apply_treasure (object *op, object *tmp)
1883 {
1884 /* Nice side effect of this treasure creation method is that the treasure
1885 * for the chest is done when the chest is created, and put into the chest
1886 * inventory. So that when the chest burns up, the items still exist. Also
1887 * prevents people from moving chests to more difficult maps to get better
1888 * treasure
1889 */
1890 object *treas = tmp->inv;
1891
1892 if (!treas)
1893 {
1894 op->statusmsg ("The chest was empty.");
1895 tmp->decrease ();
1896 return;
1897 }
1898
1899 while (tmp->inv)
1900 {
1901 treas = tmp->inv;
1902 treas->remove ();
1903
1904 treas->x = op->x;
1905 treas->y = op->y;
1906 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1907
1908 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1909 spring_trap (treas, op);
1910
1911 /* If either player or container was destroyed, no need to do
1912 * further processing. I think this should be enclused with
1913 * spring trap above, as I don't think there is otherwise
1914 * any way for the treasure chest or player to get killed.
1915 */
1916 if (op->destroyed () || tmp->destroyed ())
1917 break;
1918 }
1919
1920 if (!tmp->destroyed () && !tmp->inv)
1921 tmp->decrease (true);
1922 }
1923
1924 /**
1925 * op eats food.
1926 * If player, takes care of messages and dragon special food.
1927 */
1928 static void
1929 apply_food (object *op, object *tmp)
1930 {
1931 int capacity_remaining;
1932
1933 if (op->type != PLAYER)
1934 op->stats.hp = op->stats.maxhp;
1935 else
1936 {
1937 /* check if this is a dragon (player), eating some flesh */
1938 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1939 ;
1940 else
1941 {
1942 /* usual case - no dragon meal: */
1943 if (op->stats.food + tmp->stats.food > 999)
1944 {
1945 if (tmp->type == FOOD || tmp->type == FLESH)
1946 op->failmsg ("You feel full, but what a waste of food!");
1947 else
1948 op->statusmsg ("Most of the drink goes down your face not your throat!");
1949 }
1950
1951 tmp->play_sound (
1952 tmp->sound
1953 ? tmp->sound
1954 : tmp->type == DRINK
1955 ? sound_find ("eat_drink")
1956 : sound_find ("eat_food")
1957 );
1958
1959 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1960 {
1961 const char *buf;
1962
1963 if (!is_dragon_pl (op))
1964 {
1965 /* eating message for normal players */
1966 if (tmp->type == DRINK)
1967 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1968 else
1969 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1970 }
1971 else
1972 /* eating message for dragon players */
1973 buf = format ("The %s tasted terrible!", &tmp->name);
1974
1975 op->statusmsg (buf);
1976
1977 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50;
1981 else
1982 op->stats.hp += tmp->stats.food / 50;
1983
1984 if (op->stats.hp > op->stats.maxhp)
1985 op->stats.hp = op->stats.maxhp;
1986 if (op->stats.food > 999)
1987 op->stats.food = 999;
1988 }
1989
1990 /* special food hack -b.t. */
1991 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1992 eat_special_food (op, tmp);
1993 }
1994 }
1995
1996 handle_apply_yield (tmp);
1997 tmp->decrease ();
1998 }
1999
2000 /**
2001 * A dragon is eating some flesh. If the flesh contains resistances,
2002 * there is a chance for the dragon's skin to get improved.
2003 *
2004 * attributes:
2005 * object *op the object (dragon player) eating the flesh
2006 * object *meal the flesh item, getting chewed in dragon's mouth
2007 * return:
2008 * int 1 if eating successful, 0 if it doesn't work
2009 */
2010 int
2011 dragon_eat_flesh (object *op, object *meal)
2012 {
2013 object *skin = NULL; /* pointer to dragon skin force */
2014 object *abil = NULL; /* pointer to dragon ability force */
2015 object *tmp = NULL; /* tmp. object */
2016
2017 double chance; /* improvement-chance of one resistance type */
2018 double totalchance = 1; /* total chance of gaining one resistance */
2019 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2020 double mbonus = 0; /* monster bonus */
2021 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 int winners = 0; /* number of winners */
2023 int i; /* index */
2024
2025 /* let's make sure and doublecheck the parameters */
2026 if (meal->type != FLESH || !is_dragon_pl (op))
2027 return 0;
2028
2029 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2030 from the player's inventory */
2031 for (tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == FORCE)
2033 if (tmp->arch->archname == shstr_dragon_skin_force)
2034 skin = tmp;
2035 else if (tmp->arch->archname == shstr_dragon_ability_force)
2036 abil = tmp;
2037
2038 /* if either skin or ability are missing, this is an old player
2039 which is not to be considered a dragon -> bail out */
2040 if (skin == NULL || abil == NULL)
2041 return 0;
2042
2043 /* now start by filling stomache and health, according to food-value */
2044 if ((999 - op->stats.food) < meal->stats.food)
2045 op->stats.hp += (999 - op->stats.food) / 50;
2046 else
2047 op->stats.hp += meal->stats.food / 50;
2048
2049 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp;
2051
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2053
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055
2056 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++)
2058 {
2059 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2060 {
2061 /* got positive resistance, now calculate improvement chance (0-100) */
2062
2063 /* this bonus makes resistance increase easier at lower levels */
2064 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2065 if (i == abil->stats.exp)
2066 bonus += 5; /* additional bonus for resistance of ability-focus */
2067
2068 /* monster bonus increases with level, because high-level
2069 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level);
2071
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i];
2074
2075 if (chance >= 0.)
2076 chance += 1.;
2077 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079
2080 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2082
2083 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.);
2086
2087 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100))
2089 {
2090 atnr_winner[winners] = i;
2091 winners++;
2092 }
2093
2094 if (chance >= 0.01)
2095 totalchance *= 1 - chance / 100;
2096
2097 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2098 }
2099 }
2100
2101 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100;
2103
2104 /* print message according to totalchance */
2105 const char *buf;
2106 if (totalchance > 50.)
2107 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2108 else if (totalchance > 10.)
2109 buf = format ("The %s tasted very good.", &meal->name);
2110 else if (totalchance > 1.)
2111 buf = format ("The %s tasted good.", &meal->name);
2112 else if (totalchance > 0.1)
2113 buf = format ("The %s tasted bland.", &meal->name);
2114 else if (totalchance >= 0.01)
2115 buf = format ("The %s had a boring taste.", &meal->name);
2116 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2117 buf = format ("The %s tasted strange.", &meal->name);
2118 else
2119 buf = format ("The %s had no taste.", &meal->name);
2120
2121 op->statusmsg (buf);
2122
2123 /* now choose a winner if we have any */
2124 i = -1;
2125 if (winners > 0)
2126 i = atnr_winner [rndm (winners)];
2127
2128 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2129 {
2130 /* resistance increased! */
2131 skin->resist[i]++;
2132 op->update_stats ();
2133
2134 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2135 }
2136
2137 /* if this flesh contains a new ability focus, we mark it
2138 into the ability_force and it will take effect on next level */
2139 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2140 {
2141 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2142
2143 if (meal->last_eat != abil->stats.exp)
2144 op->statusmsg (format (
2145 "Your metabolism prepares to focus on %s!\n"
2146 "The change will happen at level %d.",
2147 change_resist_msg[meal->last_eat],
2148 abil->level + 1
2149 ));
2150 else
2151 {
2152 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2153 abil->last_eat = 0;
2154 }
2155 }
2156
2157 return 1;
2158 }
2159
2160 /**
2161 * Handles applying an improve armor scroll.
2162 * Does some sanity checks, then calls improve_armour.
2163 */
2164 static void
2165 apply_armour_improver (object *op, object *tmp)
2166 {
2167 object *armor;
2168
2169 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2170 {
2171 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2172 return;
2173 }
2174
2175 armor = find_marked_object (op);
2176
2177 if (!armor)
2178 {
2179 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2180 return;
2181 }
2182
2183 if (armor->type != ARMOUR
2184 && armor->type != CLOAK
2185 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2186 {
2187 op->failmsg ("Your marked item is not armour!\n");
2188 return;
2189 }
2190
2191 op->statusmsg ("Applying armour enchantment.");
2192 improve_armour (op, tmp, armor);
2193 }
2194
2195 void
2196 apply_poison (object *op, object *tmp)
2197 {
2198 // need to do it now when it is still on the map
2199 handle_apply_yield (tmp);
2200
2201 object *poison = tmp->split (1);
2202
2203 if (op->type == PLAYER)
2204 {
2205 op->contr->play_sound (sound_find ("drink_poison"));
2206 op->failmsg ("Yech! That tasted poisonous!");
2207 op->contr->killer = poison;
2208 }
2209
2210 if (poison->stats.hp > 0)
2211 {
2212 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2213 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2214 }
2215
2216 op->stats.food -= op->stats.food / 4;
2217 poison->destroy ();
2218 }
2219
2220 /**
2221 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2222 * A valid 2 way exit means:
2223 * -You can come back (there is another exit at the other side)
2224 * -You are
2225 * ° the owner of the exit
2226 * ° or in the same party as the owner
2227 *
2228 * Note: a owner in a 2 way exit is saved as the owner's name
2229 * in the field exit->name cause the field exit->owner doesn't
2230 * survive in the swapping (in fact the whole exit doesn't survive).
2231 */
2232 int
2233 is_legal_2ways_exit (object *op, object *exit)
2234 {
2235 if (exit->stats.exp != 1)
2236 return 1; /*This is not a 2 way, so it is legal */
2237
2238 #if 0 //TODO
2239 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2240 return 0; /* This is a reset town portal */
2241 #endif
2242
2243 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2244
2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2246
2247 if (exitmap)
2248 {
2249 exitmap->load_sync ();
2250
2251 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252
2253 if (!tmp)
2254 return 0;
2255
2256 for (; tmp; tmp = tmp->above)
2257 {
2258 if (tmp->type != EXIT)
2259 continue; /*Not an exit */
2260
2261 if (!EXIT_PATH (tmp))
2262 continue; /*Not a valid exit */
2263
2264 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2265 continue; /*Not in the same place */
2266
2267 if (exit->map->path != EXIT_PATH (tmp))
2268 continue; /*Not in the same map */
2269
2270 /* From here we have found the exit is valid. However we do
2271 * here the check of the exit owner. It is important for the
2272 * town portals to prevent strangers from visiting your appartments
2273 */
2274 if (!exit->race)
2275 return 1; /*No owner, free for all! */
2276
2277 object *exit_owner = 0;
2278
2279 for_all_players (pp)
2280 {
2281 if (!pp->ob)
2282 continue;
2283
2284 if (pp->ob->name != exit->race)
2285 continue;
2286
2287 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2288 break;
2289 }
2290
2291 if (!exit_owner)
2292 return 0; /* No more owner */
2293
2294 if (exit_owner->contr == op->contr)
2295 return 1; /*It is your exit */
2296
2297 if (exit_owner && /*There is a owner */
2298 (op->contr) && /*A player tries to pass */
2299 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2300 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2301 return 0;
2302
2303 return 1;
2304 }
2305 }
2306
2307 return 0;
2308 }
2309
2310 /**
2311 * This function will try to apply a lighter and in case no lighter
2312 * is specified it will try to find a lighter in the players inventory,
2313 * and inform him about this requirement.
2314 *
2315 * who - the player
2316 * op - the item we want to light
2317 * ligher - the lighter or 0 if a lighter has yet to be found
2318 */
2319 object *auto_apply_lighter (object *who, object *op, object *lighter)
2320 {
2321 if (lighter == 0)
2322 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 {
2325 if (tmp->type == LIGHTER)
2326 {
2327 lighter = tmp;
2328 break;
2329 }
2330 }
2331
2332 if (!lighter)
2333 {
2334 who->failmsg (format (
2335 "You can't light up the %s with your bare hands! "
2336 "H<You need a lighter in your inventory, for example a flint and steel.>",
2337 &op->name));
2338 return 0;
2339 }
2340 }
2341
2342 // last_eat == 0 means the lighter is not being used up!
2343 if (lighter->last_eat && lighter->stats.food)
2344 {
2345 /* lighter gets used up */
2346 lighter = lighter->split ();
2347 lighter->stats.food--;
2348 who->insert (lighter);
2349 }
2350 else if (lighter->last_eat)
2351 {
2352 /* no charges left in lighter */
2353 who->failmsg (format (
2354 "You attempt to light the %s with a used up %s.",
2355 &op->name, &lighter->name));
2356 return 0;
2357 }
2358
2359 return lighter;
2360 }
2361
2362 /**
2363 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t.
2366 */
2367 void
2368 apply_lighter (object *who, object *lighter)
2369 {
2370 object *item;
2371 int is_player_env = 0;
2372
2373 item = find_marked_object (who);
2374 if (item)
2375 {
2376 if (!auto_apply_lighter (who, 0, lighter))
2377 return;
2378
2379 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple
2381 * objects at once.
2382 */
2383
2384 save_throw_object (item, AT_FIRE, who);
2385
2386 if (item->destroyed ()
2387 || ((item->type == LAMP || item->type == TORCH)
2388 && item->glow_radius > 0))
2389 who->statusmsg (format (
2390 "You light the %s with the %s.",
2391 &item->name, &lighter->name));
2392 else
2393 who->failmsg (format (
2394 "You attempt to light the %s with the %s and fail.",
2395 &item->name, &lighter->name));
2396 }
2397 else
2398 who->failmsg ("You need to mark a lightable object.");
2399 }
2400
2401 /**
2402 * This function generates a cursed effect for cursed lamps and torches.
2403 */
2404 void player_apply_lamp_cursed_effect (object *who, object *op)
2405 {
2406 if (op->level)
2407 {
2408 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!",
2410 &op->name));
2411 create_exploding_ball_at (who, op->level);
2412 }
2413 else
2414 {
2415 who->failmsg (format (
2416 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2417 &op->name));
2418 }
2419
2420 op->destroy ();
2421 }
2422
2423 /**
2424 * Apply for players and lamps
2425 *
2426 * who - the player
2427 * op - the lamp
2428 */
2429 void player_apply_lamp (object *who, object *op)
2430 {
2431 bool switch_on = op->glow_radius ? false : true;
2432
2433 if (switch_on)
2434 {
2435 object *lighter = 0;
2436
2437 if (op->flag [FLAG_IS_LIGHTABLE]
2438 && !(lighter = auto_apply_lighter (who, op, 0)))
2439 return;
2440
2441 if (op->stats.food < 1)
2442 {
2443 if (op->type == LAMP)
2444 who->failmsg (format (
2445 "The %s is out of fuel! "
2446 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2447 &op->name));
2448 else
2449 who->failmsg (format (
2450 "The %s is burnt out! "
2451 "H<Torches and similar items burn out and become worthless.>",
2452 &op->name));
2453 return;
2454 }
2455
2456 if (op->flag [FLAG_CURSED])
2457 {
2458 player_apply_lamp_cursed_effect (who, op);
2459 return;
2460 }
2461
2462 if (lighter)
2463 who->statusmsg (format (
2464 "You light up the %s with the %s.", &op->name, &lighter->name));
2465 else
2466 who->statusmsg (format ("You light up the %s.", &op->name));
2467 }
2468 else
2469 {
2470 if (op->flag [FLAG_CURSED])
2471 {
2472 player_apply_lamp_cursed_effect (who, op);
2473 return;
2474 }
2475
2476 if (op->type == TORCH)
2477 {
2478 if (!op->flag [FLAG_IS_LIGHTABLE])
2479 {
2480 who->statusmsg (format (
2481 "You put out the %s. "
2482 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2483 &op->name, &op->name));
2484 }
2485 else
2486 who->statusmsg (format (
2487 "You put out the %s."
2488 "H<Torches wear out if you put them out.>",
2489 &op->name));
2490 }
2491 else
2492 who->statusmsg (format ("You turn off the %s.", &op->name));
2493 }
2494
2495 apply_lamp (op, switch_on);
2496 }
2497
2498 void get_animation_from_arch (object *op, arch_ptr a)
2499 {
2500 op->animation_id = a->animation_id;
2501 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2502 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2503 op->anim_speed = a->anim_speed;
2504 op->last_anim = 0;
2505 op->state = 0;
2506 op->face = a->face;
2507
2508 if (NUM_ANIMATIONS(op) > 1)
2509 {
2510 SET_ANIMATION(op, 0);
2511 animate_object (op, op->direction);
2512 }
2513 else
2514 update_object (op, UP_OBJ_FACE);
2515 }
2516
2517 /**
2518 * Apply for LAMPs and TORCHes.
2519 *
2520 * op - the lamp
2521 * switch_on - a flag which says whether the lamp should be switched on or off
2522 */
2523 void apply_lamp (object *op, bool switch_on)
2524 {
2525 op->set_glow_radius (switch_on ? op->range : 0);
2526 op->set_speed (switch_on ? op->arch->speed : 0);
2527
2528 // torches wear out if you put them out
2529 if (op->type == TORCH && !switch_on)
2530 {
2531 if (op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 op->stats.food -= (double) op->arch->stats.food / 15;
2534 if (op->stats.food < 0)
2535 op->stats.food = 0;
2536 }
2537 else
2538 op->stats.food = 0;
2539 }
2540
2541 // lamps and torched get worthless when used up
2542 if (op->stats.food <= 0)
2543 op->value = 0;
2544
2545 // FIXME: This is a hack to make the more sane torches and lamps
2546 // still animated ;-/
2547 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549
2550 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2552 }
2553
2554 /**
2555 * Main apply handler.
2556 *
2557 * Checks for unpaid items before applying.
2558 *
2559 * Return value:
2560 * 0: player or monster can't apply objects of that type
2561 * 1: has been applied, or there was an error applying the object
2562 * 2: objects of that type can't be applied if not in inventory
2563 *
2564 * who is the object that is causing object to be applied, op is the object
2565 * being applied.
2566 *
2567 * aflag is special (always apply/unapply) flags. Nothing is done with
2568 * them in this function - they are passed to apply_special
2569 */
2570 int
2571 manual_apply (object *who, object *op, int aflag)
2572 {
2573 op = op->head_ ();
2574
2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2576 {
2577 if (who->type == PLAYER)
2578 {
2579 examine (who, op);
2580 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2581 return 1;
2582 }
2583 else
2584 return 0; /* monsters just skip unpaid items */
2585 }
2586
2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2588 return RESULT_INT (0);
2589
2590 switch (op->type)
2591 {
2592 case CF_HANDLE:
2593 who->play_sound (sound_find ("turn_handle"));
2594 who->statusmsg ("You turn the handle.");
2595 op->value = op->value ? 0 : 1;
2596 SET_ANIMATION (op, op->value);
2597 update_object (op, UP_OBJ_FACE);
2598 push_button (op, who);
2599 return 1;
2600
2601 case TRIGGER:
2602 if (check_trigger (op, who))
2603 {
2604 who->statusmsg ("You turn the handle.");
2605 who->play_sound (sound_find ("turn_handle"));
2606 }
2607 else
2608 who->failmsg ("The handle doesn't move.");
2609
2610 return 1;
2611
2612 case EXIT:
2613 if (who->type != PLAYER)
2614 return 0;
2615
2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2617 who->failmsg (format ("The %s is closed.", query_name (op)));
2618 else
2619 {
2620 /* Don't display messages for random maps. */
2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2622 who->statusmsg (op->msg, NDI_NAVY);
2623
2624 who->enter_exit (op);
2625 }
2626
2627 return 1;
2628
2629 case INSCRIBABLE:
2630 who->statusmsg (op->msg);
2631 // maybe show a spell menu to chose from or something like that
2632 return 1;
2633
2634 case SIGN:
2635 apply_sign (who, op, 0);
2636 return 1;
2637
2638 case BOOK:
2639 if (who->type == PLAYER)
2640 {
2641 apply_book (who, op);
2642 return 1;
2643 }
2644 else
2645 return 0;
2646
2647 case SKILLSCROLL:
2648 if (who->type == PLAYER)
2649 {
2650 apply_skillscroll (who, op);
2651 return 1;
2652 }
2653 else
2654 return 0;
2655
2656 case SPELLBOOK:
2657 if (who->type == PLAYER)
2658 {
2659 apply_spellbook (who, op);
2660 return 1;
2661 }
2662 else
2663 return 0;
2664
2665 case SCROLL:
2666 apply_scroll (who, op, 0);
2667 return 1;
2668
2669 case POTION:
2670 apply_potion (who, op);
2671 return 1;
2672
2673 /* Eneq(@csd.uu.se): Handle apply on containers. */
2674 //TODO: remove, as it is unsed?
2675 case CLOSE_CON:
2676 apply_container (who, op->env);
2677 return 1;
2678
2679 case CONTAINER:
2680 apply_container (who, op);
2681 return 1;
2682
2683 case TREASURE:
2684 if (who->type == PLAYER)
2685 {
2686 apply_treasure (who, op);
2687 return 1;
2688 }
2689 else
2690 return 0;
2691
2692 case LAMP:
2693 case TORCH:
2694 player_apply_lamp (who, op);
2695 return 1;
2696
2697 case WEAPON:
2698 case ARMOUR:
2699 case BOOTS:
2700 case GLOVES:
2701 case AMULET:
2702 case GIRDLE:
2703 case BRACERS:
2704 case SHIELD:
2705 case HELMET:
2706 case RING:
2707 case CLOAK:
2708 case WAND:
2709 case ROD:
2710 case HORN:
2711 case SKILL:
2712 case BOW:
2713 case BUILDER:
2714 case SKILL_TOOL:
2715 if (op->env != who)
2716 return 2; /* not in inventory */
2717
2718 apply_special (who, op, aflag);
2719 return 1;
2720
2721 case DRINK:
2722 case FOOD:
2723 case FLESH:
2724 apply_food (who, op);
2725 return 1;
2726
2727 case POISON:
2728 apply_poison (who, op);
2729 return 1;
2730
2731 case SAVEBED:
2732 return 1;
2733
2734 case ARMOUR_IMPROVER:
2735 if (who->type == PLAYER)
2736 {
2737 apply_armour_improver (who, op);
2738 return 1;
2739 }
2740 else
2741 return 0;
2742
2743 case WEAPON_IMPROVER:
2744 check_improve_weapon (who, op);
2745 return 1;
2746
2747 case CLOCK:
2748 if (who->type == PLAYER)
2749 {
2750 char buf[MAX_BUF];
2751 timeofday_t tod;
2752
2753 get_tod (&tod);
2754 who->play_sound (sound_find ("sound_clock"));
2755 who->statusmsg (format (
2756 "It is %d minute%s past %d o'clock %s",
2757 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2758 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2759 ));
2760 return 1;
2761 }
2762 else
2763 return 0;
2764
2765 case MENU:
2766 if (who->type == PLAYER)
2767 {
2768 shop_listing (op, who);
2769 return 1;
2770 }
2771 else
2772 return 0;
2773
2774 case POWER_CRYSTAL:
2775 apply_power_crystal (who, op); /* see egoitem.c */
2776 return 1;
2777
2778 case LIGHTER: /* for lighting torches/lanterns/etc */
2779 if (who->type == PLAYER)
2780 {
2781 apply_lighter (who, op);
2782 return 1;
2783 }
2784 else
2785 return 0;
2786
2787 case ITEM_TRANSFORMER:
2788 apply_item_transformer (who, op);
2789 return 1;
2790
2791 default:
2792 return 0;
2793 }
2794 }
2795
2796 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2797 * messages as needed by player_apply_below(). But there can still be
2798 * "but you are floating high above the ground" messages.
2799 *
2800 * Same return value as apply() function.
2801 */
2802 int
2803 player_apply (object *pl, object *op, int aflag, int quiet)
2804 {
2805 if (!op->env && (pl->move_type & MOVE_FLYING))
2806 {
2807 /* player is flying and applying object not in inventory */
2808 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2809 {
2810 pl->failmsg ("But you are floating high above the ground! "
2811 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2812 "or waiting till the levitation effect wears off.>");
2813 return 0;
2814 }
2815 }
2816
2817 pl->contr->last_used = op;
2818
2819 int tmp = manual_apply (pl, op, aflag);
2820
2821 if (!quiet)
2822 {
2823 if (tmp == 0)
2824 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2825 else if (tmp == 2)
2826 pl->failmsg ("You must get it first!\n");
2827 }
2828
2829 return tmp;
2830 }
2831
2832 /**
2833 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground.
2836 */
2837 void
2838 player_apply_below (object *pl)
2839 {
2840 int floors = 0;
2841
2842 /* If using a container, set the starting item to be the top
2843 * item in the container. Otherwise, use the map.
2844 * This is perhaps more complicated. However, I want to make sure that
2845 * we don't use a corrupt pointer for the next object, so we get the
2846 * next object in the stack before applying. This is can only be a
2847 * problem if player_apply() has a bug in that it uses the object but does
2848 * not return a proper value.
2849 */
2850 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2851 {
2852 next = tmp->below;
2853
2854 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2855 floors++;
2856 else if (floors > 0)
2857 return; /* process only floor objects after first floor object */
2858
2859 /* If it is visible, player can apply it. If it is applied by
2860 * person moving on it, also activate. Added code to make it
2861 * so that at least one of players movement types be that which
2862 * the item needs.
2863 */
2864 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2865 if (player_apply (pl, tmp, 0, 1) == 1)
2866 return;
2867
2868 if (floors >= 2)
2869 return; /* process at most two floor objects */
2870 }
2871 }
2872
2873 /**
2874 * Unapplies specified item.
2875 * No check done on cursed/damned.
2876 * Break this out of apply_special - this is just done
2877 * to keep the size of apply_special to a more managable size.
2878 */
2879 static int
2880 unapply_special (object *who, object *op, int aflags)
2881 {
2882 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2883 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2884 return RESULT_INT (0);
2885
2886 CLEAR_FLAG (op, FLAG_APPLIED);
2887
2888 switch (op->type)
2889 {
2890 case SKILL_TOOL:
2891 // unapplying a skill tool should also unapply the skill it governs
2892 // but this is hard, as it shouldn't do so when the skill can
2893 // be used for other reasons
2894 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2895 if (tmp->skill == op->skill
2896 && tmp->type == SKILL
2897 && tmp->flag [FLAG_APPLIED]
2898 && !tmp->flag [FLAG_CAN_USE_SKILL])
2899 unapply_special (who, tmp, 0);
2900
2901 change_abil (who, op);
2902 break;
2903
2904 case WEAPON:
2905 if (player *pl = who->contr)
2906 if (op == pl->combat_ob)
2907 {
2908 pl->combat_ob = 0;
2909 who->change_weapon (pl->ranged_ob);
2910 }
2911
2912 who->statusmsg (format ("You unwield %s.", query_name (op)));
2913
2914 change_abil (who, op);
2915 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2916 break;
2917
2918 case SKILL:
2919 if (who->contr)
2920 {
2921 if (IS_COMBAT_SKILL (op->subtype))
2922 who->change_weapon (who->contr->combat_ob = 0);
2923 else if (IS_RANGED_SKILL (op->subtype))
2924 who->change_weapon (who->contr->ranged_ob = 0);
2925
2926 if (op->invisible)
2927 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2928 else
2929 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2930 }
2931
2932 change_abil (who, op);
2933 CLEAR_FLAG (who, FLAG_READY_SKILL);
2934 break;
2935
2936 case ARMOUR:
2937 case HELMET:
2938 case SHIELD:
2939 case RING:
2940 case BOOTS:
2941 case GLOVES:
2942 case AMULET:
2943 case GIRDLE:
2944 case BRACERS:
2945 case CLOAK:
2946 who->statusmsg (format ("You unwear %s.", query_name (op)));
2947 change_abil (who, op);
2948 break;
2949
2950 case BOW:
2951 case WAND:
2952 case ROD:
2953 case HORN:
2954 if (player *pl = who->contr)
2955 {
2956 if (op == pl->ranged_ob)
2957 {
2958 pl->ranged_ob = 0;
2959 who->change_weapon (pl->combat_ob);
2960 }
2961
2962 who->statusmsg (format ("You unready %s.", query_name (op)));
2963 }
2964 else
2965 {
2966 who->change_skill (0);
2967
2968 if (op->type == BOW)
2969 CLEAR_FLAG (who, FLAG_READY_BOW);
2970 else
2971 CLEAR_FLAG (who, FLAG_READY_RANGE);
2972 }
2973
2974 break;
2975
2976 case BUILDER:
2977 if (who->contr)
2978 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 break;
2980
2981 default:
2982 who->statusmsg (format ("You unapply %s.", query_name (op)));
2983 break;
2984 }
2985
2986 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2987 if (object *pl = op->visible_to ())
2988 esrv_send_item (pl, op);
2989
2990 who->update_stats ();
2991
2992 return 0;
2993 }
2994
2995 /**
2996 * Returns the object that is using location 'loc'.
2997 * Note that 'start' is the first object to start examing - we
2998 * then go through the below of this. In this way, you can do
2999 * something like:
3000 * tmp = get_next_item_from_body_location(who->inv, 1);
3001 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3002 * to find the second object that may use this location, etc.
3003 * Returns NULL if no match is found.
3004 * loc is the index into the array we are looking for a match.
3005 * don't return invisible objects unless they are skill objects
3006 * invisible other objects that use
3007 * up body locations can be used as restrictions.
3008 */
3009 static object *
3010 get_next_item_from_body_location (int loc, object *start)
3011 {
3012 for (object *tmp = start; tmp; tmp = tmp->below)
3013 if (tmp->flag [FLAG_APPLIED]
3014 && tmp->slot[loc].info
3015 && (!tmp->invisible || tmp->type == SKILL))
3016 return tmp;
3017
3018 return 0;
3019 }
3020
3021 /**
3022 * 'op' wants to apply an object, but can't because of other equipment.
3023 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy
3025 * use of get_item_from_body_location. It makes no intelligent choice
3026 * on objects - rather, the first that is matched is used.
3027 * Returns 0 on success, returns 1 if there is some problem.
3028 * if aflags is AP_PRINT, we instead print out waht to unapply
3029 * instead of doing it. This is a lot less code than having
3030 * another function that does just that.
3031 */
3032
3033 #define CANNOT_REMOVE_CURSED \
3034 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3035 "Praying over an altar, scrolls of remove curse/damnation, " \
3036 "priests or even other players might help.>"
3037
3038 int
3039 unapply_for_ob (object *who, object *op, int aflags)
3040 {
3041 if (op->is_range ())
3042 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3043 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3044 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3045 {
3046 if (aflags & AP_PRINT)
3047 who->failmsg (query_name (tmp));
3048 else
3049 unapply_special (who, tmp, aflags);
3050 }
3051 else
3052 {
3053 /* In this case, we want to try and remove a cursed item.
3054 * While we know it won't work, we want unapply_special to
3055 * at least generate the message.
3056 */
3057 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3058 return 1;
3059 }
3060
3061 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3062 {
3063 /* this used up a slot that we need to free */
3064 if (op->slot[i].info)
3065 {
3066 object *last = who->inv;
3067
3068 /* We do a while loop - may need to remove several items in order
3069 * to free up enough slots.
3070 */
3071 while ((who->slot[i].used + op->slot[i].info) < 0)
3072 {
3073 object *tmp = get_next_item_from_body_location (i, last);
3074
3075 if (!tmp)
3076 {
3077 #if 0
3078 /* Not a bug - we'll get this if the player has cursed items
3079 * equipped.
3080 */
3081 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3082 #endif
3083 return 1;
3084 }
3085
3086 /* If we are just printing, we don't care about cursed status */
3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3088 {
3089 if (aflags & AP_PRINT)
3090 who->failmsg (query_name (tmp));
3091 else
3092 unapply_special (who, tmp, aflags);
3093 }
3094 else
3095 {
3096 /* Cursed item that we can't unequip - tell the player.
3097 * Note this could be annoying if this is just one of a few,
3098 * so it may not be critical (eg, putting on a ring and you have
3099 * one cursed ring.)
3100 */
3101 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3102 }
3103
3104 last = tmp->below;
3105 }
3106 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3107 * return in the !tmp would have kicked in.
3108 */
3109 } /* if op is using this body location */
3110 } /* for body lcoations */
3111
3112 return 0;
3113 }
3114
3115 /**
3116 * Checks to see if 'who' can apply object 'op'.
3117 * Returns 0 if apply can be done without anything special.
3118 * Otherwise returns a bitmask - potentially several of these may be
3119 * set, but largely depends on circumstance - in the future, processing
3120 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3121 * is set, do we really care what the other flags may be?)
3122 *
3123 * See include/define.h for detailed description of the meaning of
3124 * these return values.
3125 */
3126 int
3127 can_apply_object (object *who, object *op)
3128 {
3129 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3130 return RESULT_INT (0);
3131
3132 int retval = 0;
3133 object *tmp = 0, *ws = 0;
3134
3135 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3136 {
3137 if (op->slot[i].info)
3138 {
3139 /* Item uses more slots than we have */
3140 if (who->slot[i].info + op->slot [i].info < 0)
3141 {
3142 /* Could return now for efficiency - rest of info below isn't
3143 * really needed.
3144 */
3145 retval |= CAN_APPLY_NEVER;
3146 }
3147 else if (who->slot[i].used + op->slot[i].info < 0)
3148 {
3149 /* in this case, equipping this would use more free spots than
3150 * we have.
3151 */
3152
3153 /* if we have an applied weapon/shield, and unapply it would free
3154 * enough slots to equip the new item, then just set "can
3155 * apply unapply". We don't care about the logic below - if you have a
3156 * shield equipped and try to equip another shield, there is only
3157 * one choice. However, the check for the number of body locations
3158 * does take into the account cases where what is being applied
3159 * may be two handed for example.
3160 */
3161 if (ws)
3162 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3163 {
3164 retval |= CAN_APPLY_UNAPPLY;
3165 continue;
3166 }
3167
3168 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3169 if (!tmp1)
3170 {
3171 #if 0
3172 /* This is sort of an error, but happens a lot when old players
3173 * join in with more stuff equipped than they are now allowed.
3174 */
3175 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3176 #endif
3177 retval |= CAN_APPLY_NEVER;
3178 }
3179 else
3180 {
3181 /* need to unapply something. However, if this something
3182 * is different than we had found before, it means they need
3183 * to apply multiple objects
3184 */
3185 retval |= CAN_APPLY_UNAPPLY;
3186
3187 if (!tmp)
3188 tmp = tmp1;
3189 else if (tmp != tmp1)
3190 retval |= CAN_APPLY_UNAPPLY_MULT;
3191
3192 /* This object isn't using up all the slots, so there must
3193 * be another. If so, and it the new item doesn't need all
3194 * the slots, the player then has a choice.
3195 */
3196 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3197 && abs (op->slot[i].info) < who->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3199
3200 /* Does unequippint 'tmp1' free up enough slots for this to be
3201 * equipped? If not, there must be something else to unapply.
3202 */
3203 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3204 retval |= CAN_APPLY_UNAPPLY_MULT;
3205 }
3206 } /* if not enough free slots */
3207 } /* if this object uses location i */
3208 } /* for i -> num_body_locations loop */
3209
3210 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3211 * really be controlled by use of body locations. We do have
3212 * the weapon/shield checks, and the range checks for monsters,
3213 * because you can't control those just by body location - bows, shields,
3214 * and weapons all use the same slot. Similar for horn/rod/wand - they
3215 * all use the same location.
3216 */
3217 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3218 retval |= CAN_APPLY_RESTRICTION;
3219
3220 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3221 retval |= CAN_APPLY_RESTRICTION;
3222
3223 if (who->type != PLAYER)
3224 {
3225 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3226 retval |= CAN_APPLY_RESTRICTION;
3227
3228 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3229 retval |= CAN_APPLY_RESTRICTION;
3230
3231 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3232 retval |= CAN_APPLY_RESTRICTION;
3233
3234 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3235 retval |= CAN_APPLY_RESTRICTION;
3236 }
3237
3238 return retval;
3239 }
3240
3241 /**
3242 * who is the object using the object. It can be a monster.
3243 * op is the object they are using. op is an equipment type item,
3244 * eg, one which you put on and keep on for a while, and not something
3245 * like a potion or scroll.
3246 *
3247 * function returns 1 if the action could not be completed, 0 on
3248 * success. However, success is a matter of meaning - if the
3249 * user passes the 'apply' flag to an object already applied,
3250 * nothing is done, and 0 is returned.
3251 *
3252 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3253 * AP_UNAPPLY=always unapply).
3254 *
3255 * Optional flags:
3256 * AP_NO_MERGE: don't merge an unapplied object with other objects
3257 * AP_IGNORE_CURSE: unapply cursed items
3258 * AP_NO_READY: do not ready skills when applying skill tools
3259 *
3260 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3261 *
3262 * apply_special() doesn't check for unpaid items.
3263 */
3264
3265 #define LACK_ITEM_POWER \
3266 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3267
3268 int
3269 apply_special (object *who, object *op, int aflags)
3270 {
3271 int basic_flag = aflags & AP_BASIC_FLAGS;
3272 object *tmp, *tmp2, *skop = NULL;
3273
3274 if (who == NULL)
3275 {
3276 LOG (llevError, "apply_special() from object without environment.\n");
3277 return 1;
3278 }
3279
3280 if (op->env != who)
3281 return 1; /* op is not in inventory */
3282
3283 /* trying to unequip op */
3284 if (QUERY_FLAG (op, FLAG_APPLIED))
3285 {
3286 /* always apply, so no reason to unapply */
3287 if (basic_flag == AP_APPLY)
3288 return 0;
3289
3290 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3291 {
3292 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3293 return 1;
3294 }
3295
3296 return unapply_special (who, op, aflags);
3297 }
3298 else if (basic_flag == AP_UNAPPLY)
3299 return 0;
3300
3301 // if the item is combat/ranged, wield the relevant slot first
3302 // to resolve conflicts.
3303 if (player *pl = who->contr)
3304 switch (op->slottype ())
3305 {
3306 case slot_combat: who->change_weapon (pl->combat_ob); break;
3307 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3308 }
3309
3310 splay (op);
3311
3312 /* Can't just apply this object. Lets see what not and what to do */
3313 if (int i = can_apply_object (who, op))
3314 {
3315 if (i & CAN_APPLY_NEVER)
3316 {
3317 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3318 return 1;
3319 }
3320 else if (i & CAN_APPLY_RESTRICTION)
3321 {
3322 who->failmsg (format (
3323 "You have a prohibition against using a %s. "
3324 "H<Your belief, profession or class prevents you from applying this item.>",
3325 query_name (op)
3326 ));
3327 return 1;
3328 }
3329
3330 if (who->type != PLAYER)
3331 {
3332 /* Some error, so don't try to equip something more */
3333 if (unapply_for_ob (who, op, aflags))
3334 return 1;
3335 }
3336 else
3337 {
3338 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3339 {
3340 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3341 unapply_for_ob (who, op, AP_PRINT);
3342 return 1;
3343 }
3344 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3345 if (unapply_for_ob (who, op, aflags))
3346 return 1;
3347 }
3348 }
3349
3350 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3351 {
3352 skop = find_skill_by_name (who, op->skill);
3353
3354 if (!skop)
3355 {
3356 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3357 return 1;
3358 }
3359 else
3360 /* While experience will be credited properly, we want to change the
3361 * skill so that the dam and wc get updated
3362 */
3363 who->change_skill (skop);
3364 }
3365
3366 if (!check_item_power (who, op->item_power))
3367 {
3368 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3369 return 1;
3370 }
3371
3372 /* Ok. We are now at the state where we can apply the new object.
3373 * Note that we don't have the checks for can_use_...
3374 * below - that is already taken care of by can_apply_object.
3375 */
3376 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3377
3378 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3379 return RESULT_INT (0);
3380
3381 switch (op->type)
3382 {
3383 case WEAPON:
3384 //TODO: this obviously fails for players using a shorter prefix
3385 // i.e. "R" can use Ragnarok's sword.
3386 if (op->level && !op->name.starts_with (who->name))
3387 {
3388 /* if the weapon does not have the name as the character, can't use it. */
3389 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3390 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3391
3392 if (tmp)
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1;
3396 }
3397
3398 if (!skop)
3399 {
3400 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3401 return 1;
3402 }
3403
3404 SET_FLAG (op, FLAG_APPLIED);
3405 who->change_skill (skop);
3406
3407 if (who->contr)
3408 who->change_weapon (who->contr->combat_ob = op);
3409
3410 who->statusmsg (format ("You wield %s.", query_name (op)));
3411
3412 SET_FLAG (who, FLAG_READY_WEAPON);
3413 change_abil (who, op);
3414 break;
3415
3416 case ARMOUR:
3417 case HELMET:
3418 case SHIELD:
3419 case BOOTS:
3420 case GLOVES:
3421 case GIRDLE:
3422 case BRACERS:
3423 case CLOAK:
3424 case RING:
3425 case AMULET:
3426 SET_FLAG (op, FLAG_APPLIED);
3427 who->statusmsg (format ("You wear %s.", query_name (op)));
3428 change_abil (who, op);
3429 break;
3430
3431 case SKILL_TOOL:
3432 // applying a skill tool also readies the skill
3433 SET_FLAG (op, FLAG_APPLIED);
3434
3435 if (!(aflags & AP_NO_READY))
3436 {
3437 skop = find_skill_by_name (who, op->skill);
3438 if (!skop->flag [FLAG_APPLIED])
3439 apply_special (who, skop, AP_APPLY);
3440 }
3441 break;
3442
3443 case SKILL:
3444 if (player *pl = who->contr)
3445 {
3446 if (IS_COMBAT_SKILL (op->subtype))
3447 {
3448 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3449 {
3450 for (object *item = who->inv; item; item = item->below)
3451 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3452 {
3453 if (item->skill == op->skill)
3454 {
3455 who->change_weapon (pl->combat_ob = item);
3456 goto found_weapon;
3457 }
3458 }
3459
3460 who->failmsg (format (
3461 "You need to apply a '%s' melee weapon before readying this skill. "
3462 "H<Some skills need an item, in this case a melee weapon, to function.>",
3463 &op->skill
3464 ));
3465 return 1;
3466
3467 found_weapon:;
3468 }
3469 else
3470 who->change_weapon (pl->combat_ob = op);
3471 }
3472 else if (IS_RANGED_SKILL (op->subtype))
3473 {
3474 if (skill_flags [op->subtype] & SF_NEED_BOW)
3475 {
3476 for (object *item = who->inv; item; item = item->below)
3477 if (item->type == BOW && item->flag [FLAG_APPLIED])
3478 {
3479 //TODO: bows should/must all have skill missile weapon right now
3480 who->change_weapon (pl->ranged_ob = item);
3481 goto found_bow;
3482 }
3483
3484 who->failmsg (
3485 "You need to apply a missile weapon before readying this skill. "
3486 "H<Some skills need an item, in this case a missile weapon, to function.>"
3487 );
3488 return 1;
3489
3490 found_bow:;
3491 }
3492 else
3493 who->change_weapon (pl->ranged_ob = op);
3494 }
3495
3496 if (!op->invisible)
3497 {
3498 who->statusmsg (format (
3499 "You ready %s."
3500 "You can now use the skill: %s.",
3501 query_name (op),
3502 &op->skill
3503 ));
3504 }
3505 else
3506 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3507 }
3508 else
3509 {
3510 SET_FLAG (op, FLAG_APPLIED);
3511 change_abil (who, op);
3512 who->chosen_skill = op;
3513 SET_FLAG (who, FLAG_READY_SKILL);
3514 }
3515
3516 break;
3517
3518 case BOW:
3519 if (op->level && !op->name.starts_with (who->name))
3520 {
3521 who->failmsg ("The weapon does not recognize you as its owner. "
3522 "H<Its name indicates that it belongs to somebody else.>");
3523 if (tmp)
3524 insert_ob_in_ob (tmp, who);
3525
3526 return 1;
3527 }
3528
3529 /*FALLTHROUGH*/
3530 case WAND:
3531 case ROD:
3532 case HORN:
3533 /* check for skill, alter player status */
3534
3535 if (!skop)
3536 {
3537 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3538 return 1;
3539 }
3540
3541 SET_FLAG (op, FLAG_APPLIED);
3542 who->change_skill (skop);
3543
3544 if (who->contr)
3545 {
3546 who->contr->ranged_ob = op;
3547
3548 who->statusmsg (format ("You ready %s.", query_name (op)));
3549
3550 if (op->type == BOW)
3551 {
3552 who->current_weapon = op;
3553 change_abil (who, op);
3554 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3555 }
3556 }
3557 else
3558 {
3559 if (op->type == BOW)
3560 SET_FLAG (who, FLAG_READY_BOW);
3561 else
3562 SET_FLAG (who, FLAG_READY_RANGE);
3563 }
3564
3565 break;
3566
3567 case BUILDER:
3568 if (who->type == PLAYER)
3569 {
3570 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3571 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3572 unapply_special (who, who->contr->ranged_ob, 0);
3573
3574 who->statusmsg (format ("You ready your %s.", query_name (op)));
3575
3576 who->contr->ranged_ob = op;
3577 }
3578 break;
3579
3580 default:
3581 who->statusmsg (format ("You apply %s.", query_name (op)));
3582 }
3583
3584 SET_FLAG (op, FLAG_APPLIED);
3585
3586 if (tmp)
3587 who->insert (tmp);
3588
3589 who->update_stats ();
3590
3591 /* We exclude spell casting objects. The fire code will set the
3592 * been applied flag when they are used - until that point,
3593 * you don't know anything about them.
3594 */
3595 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3596 SET_FLAG (op, FLAG_BEEN_APPLIED);
3597
3598 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3599 if (who->type == PLAYER)
3600 {
3601 who->failmsg (
3602 "Oops, it feels deadly cold! "
3603 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3604 );
3605 SET_FLAG (op, FLAG_KNOWN_CURSED);
3606 }
3607
3608 if (object *pl = op->visible_to ())
3609 esrv_send_item (pl, op);
3610
3611 return 0;
3612 }
3613
3614 int
3615 monster_apply_special (object *who, object *op, int aflags)
3616 {
3617 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3618 return 1;
3619
3620 return apply_special (who, op, aflags);
3621 }
3622
3623 /**
3624 * Map was just loaded, handle op's initialisation.
3625 *
3626 * Generates shop floor's item, and treasures.
3627 */
3628 int
3629 auto_apply (object *op)
3630 {
3631 object *tmp = NULL, *tmp2;
3632 int i;
3633
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3635
3636 switch (op->type)
3637 {
3638 case SHOP_FLOOR:
3639 if (!op->has_random_items ())
3640 return 0;
3641
3642 do
3643 {
3644 i = 10; /* let's give it 10 tries */
3645 while ((tmp = generate_treasure (op->randomitems,
3646 op->stats.exp
3647 ? (int) op->stats.exp
3648 : max (op->map->difficulty, 5)))
3649 == NULL && --i);
3650
3651 if (tmp == NULL)
3652 return 0;
3653
3654 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3655 {
3656 tmp->destroy ();
3657 tmp = NULL;
3658 }
3659 }
3660 while (!tmp);
3661
3662 tmp->x = op->x;
3663 tmp->y = op->y;
3664 SET_FLAG (tmp, FLAG_UNPAID);
3665 insert_ob_in_map (tmp, op->map, NULL, 0);
3666 identify (tmp);
3667 break;
3668
3669 case TREASURE:
3670 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3671 return 0;
3672
3673 while (op->stats.hp-- > 0)
3674 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3675 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3676
3677 /* If we generated an object and put it in this object inventory,
3678 * move it to the parent object as the current object is about
3679 * to disappear. An example of this item is the random_* stuff
3680 * that is put inside other objects.
3681 */
3682 if (op->env)
3683 while (op->inv)
3684 op->env->insert (op->inv);
3685
3686 op->destroy ();
3687 break;
3688 }
3689
3690 return !!tmp;
3691 }
3692
3693 /**
3694 * fix_auto_apply goes through the entire map every time a map
3695 * is loaded or swapped in and performs special actions for
3696 * certain objects (most initialization of chests and creation of
3697 * treasures and stuff). Calls auto_apply if appropriate.
3698 */
3699 void
3700 maptile::fix_auto_apply ()
3701 {
3702 if (!spaces)
3703 return;
3704
3705 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3706 for (object *tmp = ms->bot; tmp; )
3707 {
3708 object *above = tmp->above;
3709
3710 if (tmp->inv)
3711 {
3712 object *invtmp, *invnext;
3713
3714 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3715 {
3716 invnext = invtmp->below;
3717
3718 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3719 auto_apply (invtmp);
3720 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3721 {
3722 while (invtmp->stats.hp-- > 0)
3723 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3724
3725 invtmp->randomitems = NULL;
3726 }
3727 else if (invtmp && invtmp->arch
3728 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3729 {
3730 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3731 /* Need to clear this so that we never try to create
3732 * treasure again for this object
3733 */
3734 invtmp->randomitems = NULL;
3735 }
3736 }
3737 /* This is really temporary - the code at the bottom will
3738 * also set randomitems to null. The problem is there are bunches
3739 * of maps/players already out there with items that have spells
3740 * which haven't had the randomitems set to null yet.
3741 * MSW 2004-05-13
3742 *
3743 * And if it's a spellbook, it's better to set randomitems to NULL too,
3744 * else you get two spells in the book ^_-
3745 * Ryo 2004-08-16
3746 */
3747 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3748 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3749 tmp->randomitems = NULL;
3750
3751 }
3752
3753 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3754 auto_apply (tmp);
3755 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3756 {
3757 while ((tmp->stats.hp--) > 0)
3758 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3759 tmp->randomitems = NULL;
3760 }
3761 else if (tmp->type == TIMED_GATE)
3762 {
3763 object *head = tmp->head != NULL ? tmp->head : tmp;
3764
3765 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3766 tmp->set_speed (0);
3767 }
3768 /* This function can be called everytime a map is loaded, even when
3769 * swapping back in. As such, we don't want to create the treasure
3770 * over and ove again, so after we generate the treasure, blank out
3771 * randomitems so if it is swapped in again, it won't make anything.
3772 * This is a problem for the above objects, because they have counters
3773 * which say how many times to make the treasure.
3774 */
3775 else if (tmp && tmp->arch && tmp->type != PLAYER
3776 && tmp->type != TREASURE && tmp->type != SPELL
3777 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3778 {
3779 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3780 tmp->randomitems = NULL;
3781 }
3782
3783 // close all containers
3784 else if (tmp->type == CONTAINER)
3785 tmp->flag [FLAG_APPLIED] = 0;
3786
3787 tmp = above;
3788 }
3789
3790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3791 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3792 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3793 check_trigger (tmp, tmp->above);
3794 }
3795
3796 /**
3797 * Handles player eating food that temporarily changes status (resistances, stats).
3798 * This used to call cast_change_attr(), but
3799 * that doesn't work with the new spell code. Since we know what
3800 * the food changes, just grab a force and use that instead.
3801 */
3802 void
3803 eat_special_food (object *who, object *food)
3804 {
3805 object *force;
3806 int i, did_one = 0;
3807
3808 force = get_archetype (FORCE_NAME);
3809
3810 for (i = 0; i < NUM_STATS; i++)
3811 if (sint8 k = food->stats.stat (i))
3812 {
3813 force->stats.stat (i) = k;
3814 did_one = 1;
3815 }
3816
3817 /* check if we can protect the eater */
3818 for (i = 0; i < NROFATTACKS; i++)
3819 {
3820 if (food->resist[i] > 0)
3821 {
3822 force->resist[i] = food->resist[i] / 2;
3823 did_one = 1;
3824 }
3825 }
3826
3827 if (did_one)
3828 {
3829 force->set_speed (0.1);
3830 /* bigger morsel of food = longer effect time */
3831 force->duration = food->stats.food / 5;
3832 SET_FLAG (force, FLAG_APPLIED);
3833 change_abil (who, force);
3834 insert_ob_in_ob (force, who);
3835 }
3836 else
3837 force->destroy ();
3838
3839 /* check for hp, sp change */
3840 if (food->stats.hp != 0)
3841 {
3842 if (QUERY_FLAG (food, FLAG_CURSED))
3843 {
3844 who->contr->killer = food;
3845 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3846 who->failmsg ("Eck!...that was poisonous!");
3847 }
3848 else
3849 {
3850 if (food->stats.hp > 0)
3851 who->statusmsg ("You begin to feel better.");
3852 else
3853 who->failmsg ("Eck!...that was poisonous!");
3854
3855 who->stats.hp += food->stats.hp;
3856 }
3857 }
3858
3859 if (food->stats.sp != 0)
3860 {
3861 if (QUERY_FLAG (food, FLAG_CURSED))
3862 {
3863 who->failmsg ("You are drained of mana!");
3864 who->stats.sp -= food->stats.sp;
3865 if (who->stats.sp < 0)
3866 who->stats.sp = 0;
3867 }
3868 else
3869 {
3870 who->statusmsg ("You feel a rush of magical energy!");
3871 who->stats.sp += food->stats.sp;
3872 /* place limit on max sp from food? */
3873 }
3874 }
3875
3876 who->update_stats ();
3877 }
3878
3879
3880 /**
3881 * op made some mistake with a scroll, this takes care of punishment.
3882 * scroll_failure()- hacked directly from spell_failure
3883 */
3884 void
3885 scroll_failure (object *op, int failure, int power)
3886 {
3887 if (abs (failure / 4) > power)
3888 power = abs (failure / 4); /* set minimum effect */
3889
3890 if (failure <= -1 && failure > -15)
3891 { /* wonder */
3892 object *tmp;
3893
3894 op->failmsg ("Your spell warps!");
3895 tmp = get_archetype (SPELL_WONDER);
3896 cast_wonder (op, op, 0, tmp);
3897 tmp->destroy ();
3898 }
3899 else if (failure <= -15 && failure > -35)
3900 { /* drain mana */
3901 op->failmsg ("Your mana is drained!");
3902 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3903 if (op->stats.sp < 0)
3904 op->stats.sp = 0;
3905 }
3906 else if (settings.spell_failure_effects == TRUE)
3907 {
3908 if (failure <= -35 && failure > -60)
3909 { /* confusion */
3910 op->failmsg ("The magic recoils on you!");
3911 confuse_player (op, op, power);
3912 }
3913 else if (failure <= -60 && failure > -70)
3914 { /* paralysis */
3915 op->failmsg ("The magic recoils and paralyzes you!");
3916 paralyze_player (op, op, power);
3917 }
3918 else if (failure <= -70 && failure > -80)
3919 { /* blind */
3920 op->failmsg ("The magic recoils on you!");
3921 blind_player (op, op, power);
3922 }
3923 else if (failure <= -80)
3924 { /* blast the immediate area */
3925 object *tmp = get_archetype (LOOSE_MANA);
3926 cast_magic_storm (op, tmp, power);
3927 op->failmsg ("You unleash uncontrolled mana!");
3928 tmp->destroy ();
3929 }
3930 }
3931 }
3932
3933 void
3934 apply_changes_to_player (object *pl, object *change)
3935 {
3936 int excess_stat = 0; /* if the stat goes over the maximum
3937 for the race, put the excess stat some
3938 where else. */
3939
3940 switch (change->type)
3941 {
3942 case CLASS:
3943 {
3944 living *stats = &(pl->contr->orig_stats);
3945 living *ns = &(change->stats);
3946 object *walk;
3947 int flag_change_face = 1;
3948
3949 /* the following code assigns stats up to the stat max
3950 * for the race, and if the stat max is exceeded,
3951 * tries to randomly reassign the excess stat
3952 */
3953 int i, j;
3954
3955 for (i = 0; i < NUM_STATS; i++)
3956 {
3957 int race_bonus = pl->arch->stats.stat (i);
3958 sint8 stat = stats->stat (i) + ns->stat (i);
3959
3960 if (stat > 20 + race_bonus)
3961 {
3962 excess_stat++;
3963 stat = 20 + race_bonus;
3964 }
3965
3966 stats->stat (i) = stat;
3967 }
3968
3969 for (j = 0; excess_stat > 0 && j < 100; j++)
3970 { /* try 100 times to assign excess stats */
3971 int i = rndm (0, 6);
3972
3973 if (i == CHA)
3974 continue; /* exclude cha from this */
3975
3976 int stat = stats->stat (i);
3977 int race_bonus = pl->arch->stats.stat (i);
3978 if (stat < 20 + race_bonus)
3979 {
3980 change_attr_value (stats, i, 1);
3981 excess_stat--;
3982 }
3983 }
3984
3985 /* insert the randomitems from the change's treasurelist into
3986 * the player ref: player.c
3987 */
3988 if (change->randomitems)
3989 give_initial_items (pl, change->randomitems);
3990
3991 /* set up the face, for some races. */
3992
3993 /* first, look for the force object banning
3994 * changing the face. Certain races never change face with class.
3995 */
3996 for (walk = pl->inv; walk; walk = walk->below)
3997 if (walk->name == shstr_NOCLASSFACECHANGE)
3998 flag_change_face = 0;
3999
4000 if (flag_change_face)
4001 {
4002 pl->face = change->face;
4003 pl->animation_id = change->animation_id;
4004 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4005 }
4006
4007 /* check the special case of can't use weapons */
4008 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4009 if (change->name == shstr_monk)
4010 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4011
4012 break;
4013 }
4014 }
4015 }
4016
4017 /**
4018 * This handles items of type 'transformer'.
4019 * Basically those items, used with a marked item, transform both items into something
4020 * else.
4021 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4022 * Change information is contained in the 'slaying' field of the marked item.
4023 * The format is as follow: transformer:[number ]yield[;transformer:...].
4024 * This way an item can be transformed in many things, and/or many objects.
4025 * The 'slaying' field for transformer is used as verb for the action.
4026 */
4027 void
4028 apply_item_transformer (object *pl, object *transformer)
4029 {
4030 object *marked;
4031 object *new_item;
4032 char *find;
4033 char *separator;
4034 int yield;
4035 char got[MAX_BUF];
4036 int len;
4037
4038 if (!pl || !transformer)
4039 return;
4040
4041 marked = find_marked_object (pl);
4042
4043 if (!marked)
4044 {
4045 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4046 return;
4047 }
4048
4049 if (!marked->slaying)
4050 {
4051 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4052 return;
4053 }
4054
4055 /* check whether they are compatible or not */
4056 find = strstr (&marked->slaying, transformer->arch->archname);
4057 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4058 {
4059 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4060 return;
4061 }
4062
4063 find += strlen (transformer->arch->archname) + 1;
4064 /* Item can be used, now find how many and what it yields */
4065 if (isdigit (*(find)))
4066 {
4067 yield = atoi (find);
4068 if (yield < 1)
4069 {
4070 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4071 yield = 1;
4072 }
4073 }
4074 else
4075 yield = 1;
4076
4077 while (isdigit (*find))
4078 find++;
4079
4080 while (*find == ' ')
4081 find++;
4082
4083 memset (got, 0, MAX_BUF);
4084
4085 if ((separator = strchr (find, ';')) != NULL)
4086 len = separator - find;
4087 else
4088 len = strlen (find);
4089
4090 if (len > MAX_BUF - 1)
4091 len = MAX_BUF - 1;
4092
4093 strcpy (got, find);
4094 got[len] = '\0';
4095
4096 /* Now create new item, remove used ones when required. */
4097 new_item = get_archetype (got);
4098 if (!new_item)
4099 {
4100 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4101 return;
4102 }
4103
4104 new_item->nrof = yield;
4105
4106 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4107
4108 pl->insert (new_item);
4109 /* Eat up one item */
4110 marked->decrease ();
4111
4112 /* Eat one transformer if needed */
4113 if (transformer->stats.food)
4114 if (--transformer->stats.food == 0)
4115 transformer->decrease ();
4116 }
4117