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Revision: 1.208
Committed: Fri Nov 6 12:27:06 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.207: +231 -231 lines
Log Message:
remove all protos from include/*proto.h for functions that are effectively static

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 /* Want this regardless of rplay. */
36 #include <sounds.h>
37
38 /**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42 int
43 should_director_abort (object *op, object *victim)
44 {
45 int arch_flag, name_flag, race_flag;
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 {
59 arch_flag = op->subtype & 1;
60 name_flag = op->subtype & 2;
61 race_flag = op->subtype & 4;
62 }
63 else
64 {
65 arch_flag = 1;
66 name_flag = 1;
67 race_flag = 1;
68 }
69
70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78
79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88 }
89
90 /**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95 static int
96 apply_id_altar (object *money, object *altar, object *pl)
97 {
98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
130 {
131 if (operate_altar (altar, &money, pl))
132 {
133 identify (id);
134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg)
137 buf << "The item has a story:\r" << id->msg << "\n\n";
138
139 /* If no more money, might as well quit now */
140 if (!money || !check_altar_sacrifice (altar, money))
141 break;
142 }
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 }
150
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157 }
158
159 /**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163 void
164 handle_apply_yield (object *tmp)
165 {
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 }
169
170 /**
171 * Handles applying a potion.
172 */
173 int
174 apply_potion (object *op, object *tmp)
175 {
176 int got_one = 0, i;
177 object *force = 0, *floor = 0;
178
179 floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (ARCH_DEPLETION)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < MIN (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < MIN (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395 }
396
397 /****************************************************************************
398 * Weapon improvement code follows
399 ****************************************************************************/
400
401 /**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406 bool
407 check_item_power (object *who, int item_power)
408 {
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415 }
416
417 /**
418 * This returns the sum of nrof of item (arch name).
419 */
420 static int
421 check_item (object *op, shstr_cmp item)
422 {
423 int count = 0;
424
425 if (!item)
426 return 0;
427
428 for (op = op->below; op; op = op->below)
429 if (op->arch->archname == item)
430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
432 count += op->number_of ();
433
434 return count;
435 }
436
437 /**
438 * This removes 'nrof' of what item->slaying says to remove.
439 * op is typically the player, which is only
440 * really used to determine what space to look at.
441 * Modified to only eat 'nrof' of objects.
442 */
443 static void
444 eat_item (object *op, shstr_cmp item, uint32 nrof)
445 {
446 object *prev;
447
448 prev = op;
449 op = op->below;
450
451 while (op)
452 {
453 if (op->arch->archname == item)
454 {
455 if (op->nrof >= nrof)
456 {
457 op->decrease (nrof);
458 return;
459 }
460 else
461 {
462 op->decrease (nrof);
463 nrof -= op->nrof;
464 }
465
466 op = prev;
467 }
468
469 prev = op;
470 op = op->below;
471 }
472 }
473
474 /**
475 * Returns how many items of type improver->slaying there are under op.
476 * Will display a message if none found, and 1 if improver->slaying is NULL.
477 */
478 static int
479 check_sacrifice (object *op, const object *improver)
480 {
481 int count = 0;
482
483 if (improver->slaying)
484 {
485 count = check_item (op, improver->slaying);
486 if (count < 1)
487 {
488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
489 return 0;
490 }
491 }
492 else
493 count = 1;
494
495 return count;
496 }
497
498 /**
499 * Actually improves the weapon, and tells user.
500 */
501 static int
502 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
503 {
504 stat += sacrifice_count;
505 weapon->last_eat++;
506 improver->decrease ();
507
508 /* So it updates the players stats and the window */
509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
517 return 1;
518 }
519
520 /* Types of improvements, hidden in the sp field. */
521 #define IMPROVE_PREPARE 1
522 #define IMPROVE_DAMAGE 2
523 #define IMPROVE_WEIGHT 3
524 #define IMPROVE_ENCHANT 4
525 #define IMPROVE_STR 5
526 #define IMPROVE_DEX 6
527 #define IMPROVE_CON 7
528 #define IMPROVE_WIS 8
529 #define IMPROVE_CHA 9
530 #define IMPROVE_INT 10
531 #define IMPROVE_POW 11
532
533 /**
534 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on.
536 */
537 int
538 prepare_weapon (object *op, object *improver, object *weapon)
539 {
540 int sacrifice_count, i;
541 char buf[MAX_BUF];
542
543 if (weapon->level != 0)
544 {
545 op->failmsg ("Weapon is already prepared!");
546 return 0;
547 }
548
549 for (i = 0; i < NROFATTACKS; i++)
550 if (weapon->resist[i])
551 break;
552
553 /* If we break out, i will be less than nrofattacks, preventing
554 * improvement of items that already have protections.
555 */
556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
558 weapon->stats.exp || /* speed */
559 weapon->stats.ac) /* AC - only taifu's I think */
560 {
561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
564 return 0;
565 }
566
567 sacrifice_count = check_sacrifice (op, improver);
568 if (sacrifice_count <= 0)
569 return 0;
570
571 weapon->level = isqrt (sacrifice_count);
572 eat_item (op, improver->slaying, sacrifice_count);
573
574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
579
580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
581 weapon->name = weapon->name_pl = buf;
582 weapon->nrof = 0; /* prevents preparing n weapons in the same
583 slot at once! */
584 improver->decrease ();
585 weapon->last_eat = 0;
586 return 1;
587 }
588
589 /**
590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
591 * This is the new improve weapon code.
592 * Returns 0 if it was not able to work for some reason.
593 *
594 * Checks if weapon was prepared, if enough potions on the floor, ...
595 *
596 * We are hiding extra information about the weapon in the level and
597 * last_eat numbers for an object. Hopefully this won't break anything ??
598 * level == max improve last_eat == current improve
599 */
600 int
601 improve_weapon (object *op, object *improver, object *weapon)
602 {
603 int sacrifice_count, sacrifice_needed = 0;
604
605 if (improver->stats.sp == IMPROVE_PREPARE)
606 return prepare_weapon (op, improver, weapon);
607
608 if (weapon->level == 0)
609 {
610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
613 return 0;
614 }
615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
618 {
619 op->failmsg ("This weapon cannot be improved any more.");
620 return 0;
621 }
622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
625 {
626 op->failmsg ("Improving the weapon will make it too "
627 "powerful for you to use. Unready it if you "
628 "really want to improve it.");
629 return 0;
630 }
631
632 /* This just increases damage by 5 points, no matter what. No sacrifice
633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
634 * don't put any maximum value on damage - the limit is how much the
635 * weapon can be improved.
636 */
637 if (improver->stats.sp == IMPROVE_DAMAGE)
638 {
639 weapon->stats.dam += 5;
640 weapon->weight += 5000; /* 5 KG's */
641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
642 weapon->last_eat++;
643
644 weapon->item_power++;
645 improver->decrease ();
646 return 1;
647 }
648
649 if (improver->stats.sp == IMPROVE_WEIGHT)
650 {
651 /* Reduce weight by 20% */
652 weapon->weight = (weapon->weight * 8) / 10;
653 if (weapon->weight < 1)
654 weapon->weight = 1;
655
656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
657 weapon->last_eat++;
658 weapon->item_power++;
659 improver->decrease ();
660 return 1;
661 }
662
663 if (improver->stats.sp == IMPROVE_ENCHANT)
664 {
665 weapon->magic++;
666 weapon->last_eat++;
667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
668 improver->decrease ();
669 weapon->item_power++;
670 return 1;
671 }
672
673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
674 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
675
676 if (sacrifice_needed < 1)
677 sacrifice_needed = 1;
678 sacrifice_needed *= 2;
679
680 sacrifice_count = check_sacrifice (op, improver);
681 if (sacrifice_count < sacrifice_needed)
682 {
683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
684 return 0;
685 }
686
687 eat_item (op, improver->slaying, sacrifice_needed);
688 weapon->item_power++;
689
690 switch (improver->stats.sp)
691 {
692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
699 default:
700 op->failmsg ("Unknown improvement type.");
701 }
702
703 LOG (llevError, "improve_weapon: Got to end of function\n");
704 return 0;
705 }
706
707 /**
708 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * Checks a few things (not on a non-magic square, marked weapon, ...),
710 * then calls improve_weapon to do the dirty work.
711 */
712 int
713 check_improve_weapon (object *op, object *tmp)
714 {
715 object *otmp;
716
717 if (op->type != PLAYER)
718 return 0;
719
720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
721 {
722 op->failmsg ("Something blocks the magic of the scroll!");
723 return 0;
724 }
725
726 otmp = find_marked_object (op);
727
728 if (!otmp)
729 {
730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
731 return 0;
732 }
733
734 if (otmp->type != WEAPON && otmp->type != BOW)
735 {
736 op->failmsg ("Marked item is not a weapon or bow!");
737 return 0;
738 }
739
740 op->statusmsg ("Applied weapon builder.");
741
742 improve_weapon (op, tmp, otmp);
743 esrv_send_item (op, otmp);
744 return 1;
745 }
746
747 /**
748 * This code deals with the armour improvment scrolls.
749 * Change limits on improvement - let players go up to
750 * +5 no matter what level, but they are limited by item
751 * power.
752 * Try to use same improvement code as in the common/treasure.c
753 * file, so that if you make a +2 full helm, it will be just
754 * the same as one you find in a shop.
755 *
756 * deprecated comment:
757 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
758 * only 'enchantment' of armour is possible - improving
759 * the stats of a player w/ armour as well as a weapon
760 * will probably horribly unbalance the game. Magic enchanting
761 * depends on the level of the character - ie the plus
762 * value (magic) of the armour can never be increased beyond
763 * the level of the character / 10 -- rounding upish, nor may
764 * the armour value of the piece of equipment exceed either
765 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now.
768 */
769 int
770 improve_armour (object *op, object *improver, object *armour)
771 {
772 object *tmp;
773
774 if (armour->magic >= settings.armor_max_enchant)
775 {
776 op->failmsg ("This armour can not be enchanted any further!");
777 return 0;
778 }
779
780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
781 * etc), so take the easy way out and don't worry about it.
782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
783 * of gnarg and what not?)
784 */
785 if (armour->title)
786 {
787 op->failmsg ("This armour will not accept further enchantment.");
788 return 0;
789 }
790
791 /* Split objects if needed. Can't insert tmp until the
792 * end of this function - otherwise it will just re-merge.
793 */
794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
795
796 armour->magic++;
797
798 if (!settings.armor_speed_linear)
799 {
800 int base = 100;
801 int pow = 0;
802
803 while (pow < armour->magic)
804 {
805 base = base - (base * settings.armor_speed_improvement) / 100;
806 pow++;
807 }
808
809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
810 }
811 else
812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
813
814 if (!settings.armor_weight_linear)
815 {
816 int base = 100;
817 int pow = 0;
818
819 while (pow < armour->magic)
820 {
821 base = base - (base * settings.armor_weight_reduction) / 100;
822 pow++;
823 }
824
825 armour->weight = (armour->arch->weight * base) / 100;
826 }
827 else
828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
829
830 if (armour->weight <= 0)
831 {
832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
833 armour->weight = 1;
834 }
835
836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
837
838 if (op->type == PLAYER)
839 {
840 esrv_send_item (op, armour);
841
842 if (QUERY_FLAG (armour, FLAG_APPLIED))
843 op->update_stats ();
844 }
845
846 improver->decrease ();
847
848 if (tmp)
849 op->insert (tmp);
850
851 return 1;
852 }
853
854 /*
855 * convert_item() returns 1 if anything was converted, 0 if the item was not
856 * what the converter wants, -1 if the converter is broken.
857 *
858 * Takes one type of items and makes another.
859 * converter is the object that is doing the conversion.
860 * item is the object that triggered the converter - if it is not
861 * what the converter wants, this will not do anything.
862 */
863 int
864 convert_item (object *item, object *converter)
865 {
866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
875
876 /* We make some assumptions - we assume if it takes money as it type,
877 * it wants some amount. We don't make change (ie, if something costs
878 * 3 gp and player drops a platinum, tough luck)
879 */
880 if (conv_from == shstr_money)
881 {
882 if (item->type != MONEY)
883 return 0;
884
885 nr = sint64 (item->nrof) * item->value / need;
886 if (!nr)
887 return 0;
888
889 converter->play_sound (sound_find ("shop_buy"));
890
891 sint64 cost = (nr * need + item->value - 1) / item->value;
892
893 item->decrease (cost);
894
895 price_in = cost * item->value;
896 }
897 else
898 {
899 if (item->type == PLAYER
900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
902 return 0;
903
904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
907 {
908 nr = sint64 (item->nrof) / need;
909 item->decrease (nr * need);
910 price_in = nr * need * item->value;
911 }
912 else
913 {
914 price_in = item->value;
915 item->destroy ();
916 }
917 }
918
919 if (converter->inv)
920 {
921 object *ob;
922 int i;
923 object *ob_to_copy;
924
925 /* select random object from inventory to copy */
926 ob_to_copy = converter->inv;
927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
928 if (rndm (0, i) == 0)
929 ob_to_copy = ob;
930
931 item = ob_to_copy->deep_clone ();
932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
934 }
935 else
936 {
937 if (!conv_to)
938 {
939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
940 &converter->name, &converter->map->path, converter->x, converter->y);
941 return -1;
942 }
943
944 item = object_create_arch (conv_to);
945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
946 }
947
948 if (give)
949 item->nrof = give;
950
951 if (nr)
952 item->nrof *= nr;
953
954 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
965 else if (price_in < sint64 (item->nrof) * item->value)
966 {
967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
969 /**
970 * elmex: we are going to let the game continue, as the mapcreator
971 * hopefully had something in mind when doing this.
972 */
973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
981 return 1;
982 }
983
984 /**
985 * Handle apply on containers.
986 * By Eneq(@csd.uu.se).
987 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
988 * added the alchemical cauldron to the code -b.t.
989 */
990 int
991 apply_container (object *op, object *sack)
992 {
993 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */
995
996 if (!sack || sack->type != CONTAINER)
997 {
998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
999 return 0;
1000 }
1001
1002 op->contr->last_used = 0;
1003
1004 if (sack->env && sack->env != op)
1005 {
1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1007 return 1;
1008 }
1009
1010 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED])
1012 {
1013 if (op->container_ () == sack)
1014 {
1015 // open on ground or inv, so close
1016 op->close_container ();
1017 return 1;
1018 }
1019 else if (!sack->env)
1020 {
1021 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1023 return 1;
1024 }
1025
1026 // fall through to opening it (active in inv)
1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1031 op->close_container ();
1032 sack->flag [FLAG_APPLIED] = 1;
1033 esrv_update_item (UPD_FLAGS, op, sack);
1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1035 return 1;
1036 }
1037
1038 // it's locked?
1039 if (sack->slaying)
1040 {
1041 if (object *tmp = find_key (op, op, sack))
1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1043 else
1044 {
1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1046 return 1;
1047 }
1048 }
1049
1050 op->open_container (sack);
1051
1052 return 1;
1053 }
1054
1055 /**
1056 * Handles dropping things on altar.
1057 * Returns true if sacrifice was accepted.
1058 */
1059 static int
1060 apply_altar (object *altar, object *sacrifice, object *originator)
1061 {
1062 /* Only players can make sacrifices on spell casting altars. */
1063 if (altar->inv && (!originator || originator->type != PLAYER))
1064 return 0;
1065
1066 if (operate_altar (altar, &sacrifice, originator))
1067 {
1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1069 * with an altar. We call it a Potion - altars are stationary - it
1070 * is up to map designers to use them properly.
1071 */
1072 if (altar->inv && altar->inv->type == SPELL)
1073 {
1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1076 /* If it is connected, push the button. Fixes some problems with
1077 * old maps.
1078 */
1079
1080 /* push_button (altar);*/
1081 }
1082 else
1083 {
1084 altar->value = 1; /* works only once */
1085 push_button (altar, originator);
1086 }
1087
1088 return !sacrifice;
1089 }
1090 else
1091 return 0;
1092 }
1093
1094 /**
1095 * Handles 'movement' of shop mats.
1096 * Returns 1 if 'op' was destroyed, 0 if not.
1097 * Largely re-written to not use nearly as many gotos, plus
1098 * some of this code just looked plain out of date.
1099 * MSW 2001-08-29
1100 */
1101 int
1102 apply_shop_mat (object *shop_mat, object *op)
1103 {
1104 int rv = 0;
1105 double opinion;
1106 object *tmp, *next;
1107
1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1109
1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1122 {
1123 /* Remove all the unpaid objects that may be carried here.
1124 * This could be pets or monsters that are somehow in
1125 * the shop.
1126 */
1127 for (tmp = op->inv; tmp; tmp = next)
1128 {
1129 next = tmp->below;
1130
1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1132 {
1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1134
1135 if (i >= 0)
1136 tmp->move (i);
1137 }
1138 }
1139
1140 /* Don't teleport things like spell effects */
1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1142 return 0;
1143
1144 /* unpaid objects, or non living objects, can't transfer by
1145 * shop mats. Instead, put it on a nearby space.
1146 */
1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1148 {
1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1151
1152 if (i != -1)
1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1154
1155 return 0;
1156 }
1157
1158 /* Removed code that checked for multipart objects - it appears that
1159 * the teleport function should be able to handle this just fine.
1160 */
1161 rv = teleport (shop_mat, SHOP_MAT, op);
1162 }
1163 else if (can_pay (op) && get_payment (op))
1164 {
1165 /* this is only used for players */
1166 rv = teleport (shop_mat, SHOP_MAT, op);
1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1175 if (shop_mat->msg)
1176 op->statusmsg (shop_mat->msg);
1177 /* This check below is a bit simplistic - generally it should be correct,
1178 * but there is never a guarantee that the bottom space on the map is
1179 * actually the shop floor.
1180 */
1181 else if (!rv && !is_in_shop (op))
1182 {
1183 opinion = shopkeeper_approval (op->map, op);
1184
1185 op->statusmsg (
1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1189 : "The shopkeeper glares at you with contempt."
1190 );
1191 }
1192 }
1193 else
1194 {
1195 /* if we get here, a player tried to leave a shop but was not able
1196 * to afford the items he has. We try to move the player so that
1197 * they are not on the mat anymore
1198 */
1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1200
1201 if (i == -1)
1202 LOG (llevError, "Internal shop-mat problem.\n");
1203 else
1204 {
1205 op->remove ();
1206 op->x += freearr_x[i];
1207 op->y += freearr_y[i];
1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1209 }
1210 }
1211
1212 CLEAR_FLAG (op, FLAG_NO_APPLY);
1213 return rv;
1214 }
1215
1216 /**
1217 * Handles applying a sign.
1218 */
1219 static void
1220 apply_sign (object *op, object *sign, int autoapply)
1221 {
1222 if (!op->is_player())
1223 return;
1224
1225 if (sign->has_dialogue ())
1226 {
1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1228 return;
1229 }
1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1240 if (sign->stats.food)
1241 {
1242 if (sign->last_eat >= sign->stats.food)
1243 {
1244 if (!sign->move_on)
1245 op->failmsg ("You cannot read it anymore.");
1246
1247 return;
1248 }
1249
1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1251 sign->last_eat++;
1252 }
1253
1254 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1255 * No way to know for sure. The presumption is basically that if
1256 * move_on is zero, it needs to be manually applied (doesn't talk
1257 * to us).
1258 */
1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1260 {
1261 op->failmsg ("You are unable to read while blind!");
1262 return;
1263 }
1264
1265 if (op->contr)
1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275 }
1276
1277 static void
1278 move_apply_hole (object *trap, object *victim)
1279 {
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1307 }
1308
1309 /**
1310 * 'victim' moves onto 'trap'
1311 * 'victim' leaves 'trap'
1312 * effect is determined by move_on/move_off of trap and move_type of victime.
1313 *
1314 * originator: Player, monster or other object that caused 'victim' to move
1315 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1316 * However, some types of traps require an originator to function.
1317 */
1318 void
1319 move_apply (object *trap, object *victim, object *originator)
1320 {
1321 static int recursion_depth = 0;
1322
1323 /* Only exits affect DMs. */
1324 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1325 return;
1326
1327 /* move_apply() is the most likely candidate for causing unwanted and
1328 * possibly unlimited recursion.
1329 */
1330 /* The following was changed because it was causing perfectly correct
1331 * maps to fail. 1) it's not an error to recurse:
1332 * rune detonates, summoning monster. monster lands on nearby rune.
1333 * nearby rune detonates. This sort of recursion is expected and
1334 * proper. This code was causing needless crashes.
1335 */
1336 if (recursion_depth >= 500)
1337 {
1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1340 return;
1341 }
1342
1343 recursion_depth++;
1344 if (trap->head)
1345 trap = trap->head;
1346
1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1348 switch (trap->type)
1349 {
1350 case PLAYERMOVER:
1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 case T_MATCH:
1390 update_button (trap, originator);
1391 break;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 break;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 break;
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 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
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 break;
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 break;
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 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
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 break;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 break;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 break;
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 break;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 break; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 break;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 break;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim);
1529 break;
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 break;
1535 }
1536
1537 recursion_depth--;
1538 }
1539
1540 /**
1541 * Handles reading a regular (ie not containing a spell) book.
1542 */
1543 static void
1544 apply_book (object *op, object *tmp)
1545 {
1546 int lev_diff;
1547 object *skill_ob;
1548
1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1550 {
1551 op->failmsg ("You are unable to read while blind!");
1552 return;
1553 }
1554
1555 if (!tmp->msg)
1556 {
1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1558 return;
1559 }
1560
1561 /* need a literacy skill to read stuff! */
1562 skill_ob = find_skill_by_name (op, tmp->skill);
1563 if (!skill_ob)
1564 {
1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1566 return;
1567 }
1568
1569 lev_diff = tmp->level - (skill_ob->level + 5);
1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1571 {
1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension.");
1578 return;
1579 }
1580
1581 readable_message_type *msgType = get_readable_message_type (tmp);
1582
1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586
1587 /* gain xp from reading */
1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589 { /* only if not read before */
1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1594 /*exp_gain *= 2; because they just identified it too */
1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1596
1597 if (object *pl = tmp->visible_to ())
1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 }
1600
1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604 }
1605
1606 /**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610 static void
1611 scroll_failure (object *op, int failure, int power)
1612 {
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657 }
1658
1659 /**
1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1661 * op is the person learning the skill, tmp is the skill scroll object
1662 */
1663 static void
1664 apply_skillscroll (object *op, object *tmp)
1665 {
1666 switch (learn_skill (op, tmp))
1667 {
1668 case 0:
1669 op->play_sound (sound_find ("generic_fail"));
1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break;
1672
1673 case 1:
1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1678
1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 break;
1684 }
1685 }
1686
1687 /**
1688 * Actually makes op learn spell.
1689 * Informs player of what happens.
1690 */
1691 void
1692 do_learn_spell (object *op, object *spell, int special_prayer)
1693 {
1694 object *tmp;
1695
1696 if (op->type != PLAYER)
1697 {
1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699 return;
1700 }
1701
1702 /* Upgrade special prayers to normal prayers */
1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1707 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708 return;
1709 }
1710 return;
1711 }
1712
1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1715 tmp = spell->clone ();
1716 insert_ob_in_ob (tmp, op);
1717
1718 if (special_prayer)
1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720
1721 esrv_add_spells (op->contr, tmp);
1722 }
1723
1724 /**
1725 * Erases spell from player's inventory.
1726 */
1727 void
1728 do_forget_spell (object *op, const char *spell)
1729 {
1730 object *spob;
1731
1732 if (op->type != PLAYER)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735 return;
1736 }
1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740 return;
1741 }
1742
1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 player_unready_range_ob (op->contr, spob);
1745 esrv_remove_spell (op->contr, spob);
1746 spob->destroy ();
1747 }
1748
1749 /**
1750 * Handles player applying a spellbook.
1751 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1752 * stuff like that. Random learning failure too.
1753 */
1754 static void
1755 apply_spellbook (object *op, object *tmp)
1756 {
1757 object *skop, *spell, *spell_skill;
1758
1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1760 {
1761 op->failmsg ("You are unable to read while blind.");
1762 return;
1763 }
1764
1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1766 * instead of having their spell stored in stats.sp. These are
1767 * legacy spellbooks
1768 */
1769 if (tmp->slaying)
1770 {
1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1772 if (!spell)
1773 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return;
1776 }
1777 else
1778 insert_ob_in_ob (spell, tmp);
1779
1780 tmp->slaying = 0;
1781 }
1782
1783 skop = find_skill_by_name (op, tmp->skill);
1784
1785 /* need a literacy skill to learn spells. Also, having a literacy level
1786 * lower than the spell will make learning the spell more difficult */
1787 if (!skop)
1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 return;
1791 }
1792
1793 spell = tmp->inv;
1794
1795 if (!spell)
1796 {
1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 return;
1800 }
1801
1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1804 {
1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1807 return;
1808 }
1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1813 identify (tmp);
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
1877 }
1878
1879 /**
1880 * Handles applying a spell scroll.
1881 */
1882 void
1883 apply_scroll (object *op, object *tmp, int dir)
1884 {
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 tmp->decrease ();
1926 }
1927
1928 /**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933 static void
1934 apply_treasure (object *op, object *tmp)
1935 {
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 tmp->decrease (true);
1974 }
1975
1976 /**
1977 * A dragon is eating some flesh. If the flesh contains resistances,
1978 * there is a chance for the dragon's skin to get improved.
1979 *
1980 * attributes:
1981 * object *op the object (dragon player) eating the flesh
1982 * object *meal the flesh item, getting chewed in dragon's mouth
1983 * return:
1984 * int 1 if eating successful, 0 if it doesn't work
1985 */
1986 static int
1987 dragon_eat_flesh (object *op, object *meal)
1988 {
1989 object *skin = NULL; /* pointer to dragon skin force */
1990 object *abil = NULL; /* pointer to dragon ability force */
1991 object *tmp = NULL; /* tmp. object */
1992
1993 double chance; /* improvement-chance of one resistance type */
1994 double totalchance = 1; /* total chance of gaining one resistance */
1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1996 double mbonus = 0; /* monster bonus */
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */
1999 int i; /* index */
2000
2001 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !is_dragon_pl (op))
2003 return 0;
2004
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 if (tmp->type == FORCE)
2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2010 skin = tmp;
2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2012 abil = tmp;
2013
2014 /* if either skin or ability are missing, this is an old player
2015 which is not to be considered a dragon -> bail out */
2016 if (skin == NULL || abil == NULL)
2017 return 0;
2018
2019 /* now start by filling stomache and health, according to food-value */
2020 if ((999 - op->stats.food) < meal->stats.food)
2021 op->stats.hp += (999 - op->stats.food) / 50;
2022 else
2023 op->stats.hp += meal->stats.food / 50;
2024
2025 if (op->stats.hp > op->stats.maxhp)
2026 op->stats.hp = op->stats.maxhp;
2027
2028 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2029
2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2031
2032 /* on to the interesting part: chances for adding resistance */
2033 for (i = 0; i < NROFATTACKS; i++)
2034 {
2035 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2036 {
2037 /* got positive resistance, now calculate improvement chance (0-100) */
2038
2039 /* this bonus makes resistance increase easier at lower levels */
2040 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2041 if (i == abil->stats.exp)
2042 bonus += 5; /* additional bonus for resistance of ability-focus */
2043
2044 /* monster bonus increases with level, because high-level
2045 flesh is too rare */
2046 mbonus = op->level * 20. / ((double) settings.max_level);
2047
2048 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2049 ((double) settings.max_level)) - skin->resist[i];
2050
2051 if (chance >= 0.)
2052 chance += 1.;
2053 else
2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2055
2056 /* chance is proportional to amount of resistance (max. 50) */
2057 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2058
2059 /* doubled chance for resistance of ability-focus */
2060 if (i == abil->stats.exp)
2061 chance = MIN (100., chance * 2.);
2062
2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2064 if (rndm (10000) < (unsigned int) (chance * 100))
2065 {
2066 atnr_winner[winners] = i;
2067 winners++;
2068 }
2069
2070 if (chance >= 0.01)
2071 totalchance *= 1 - chance / 100;
2072
2073 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2074 }
2075 }
2076
2077 /* inverse totalchance as until now we have the failure-chance */
2078 totalchance = 100 - totalchance * 100;
2079
2080 /* print message according to totalchance */
2081 const char *buf;
2082 if (totalchance > 50.)
2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2084 else if (totalchance > 10.)
2085 buf = format ("The %s tasted very good.", &meal->name);
2086 else if (totalchance > 1.)
2087 buf = format ("The %s tasted good.", &meal->name);
2088 else if (totalchance > 0.1)
2089 buf = format ("The %s tasted bland.", &meal->name);
2090 else if (totalchance >= 0.01)
2091 buf = format ("The %s had a boring taste.", &meal->name);
2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2093 buf = format ("The %s tasted strange.", &meal->name);
2094 else
2095 buf = format ("The %s had no taste.", &meal->name);
2096
2097 op->statusmsg (buf);
2098
2099 /* now choose a winner if we have any */
2100 i = -1;
2101 if (winners > 0)
2102 i = atnr_winner [rndm (winners)];
2103
2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2105 {
2106 /* resistance increased! */
2107 skin->resist[i]++;
2108 op->update_stats ();
2109
2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2111 }
2112
2113 /* if this flesh contains a new ability focus, we mark it
2114 into the ability_force and it will take effect on next level */
2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2116 {
2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2118
2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2123 change_resist_msg[meal->last_eat],
2124 abil->level + 1
2125 ));
2126 else
2127 {
2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2129 abil->last_eat = 0;
2130 }
2131 }
2132
2133 return 1;
2134 }
2135
2136 /**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140 static void
2141 apply_food (object *op, object *tmp)
2142 {
2143 int capacity_remaining;
2144
2145 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp;
2147 else
2148 {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151 ;
2152 else
2153 {
2154 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2210 }
2211
2212 /**
2213 * Handles applying an improve armor scroll.
2214 * Does some sanity checks, then calls improve_armour.
2215 */
2216 static void
2217 apply_armour_improver (object *op, object *tmp)
2218 {
2219 object *armor;
2220
2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2222 {
2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2224 return;
2225 }
2226
2227 armor = find_marked_object (op);
2228
2229 if (!armor)
2230 {
2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2232 return;
2233 }
2234
2235 if (armor->type != ARMOUR
2236 && armor->type != CLOAK
2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2238 {
2239 op->failmsg ("Your marked item is not armour!\n");
2240 return;
2241 }
2242
2243 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor);
2245 }
2246
2247 void
2248 apply_poison (object *op, object *tmp)
2249 {
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2255 if (op->type == PLAYER)
2256 {
2257 op->contr->play_sound (sound_find ("drink_poison"));
2258 op->failmsg ("Yech! That tasted poisonous!");
2259 op->contr->killer = poison;
2260 }
2261
2262 if (poison->stats.hp > 0)
2263 {
2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 }
2267
2268 op->stats.food -= op->stats.food / 4;
2269 poison->destroy ();
2270 }
2271
2272 /**
2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2274 * A valid 2 way exit means:
2275 * -You can come back (there is another exit at the other side)
2276 * -You are
2277 * ° the owner of the exit
2278 * ° or in the same party as the owner
2279 *
2280 * Note: a owner in a 2 way exit is saved as the owner's name
2281 * in the field exit->name cause the field exit->owner doesn't
2282 * survive in the swapping (in fact the whole exit doesn't survive).
2283 */
2284 int
2285 is_legal_2ways_exit (object *op, object *exit)
2286 {
2287 if (exit->stats.exp != 1)
2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290 #if 0 //TODO
2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2292 return 0; /* This is a reset town portal */
2293 #endif
2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296
2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2298
2299 if (exitmap)
2300 {
2301 exitmap->load_sync ();
2302
2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2305 if (!tmp)
2306 return 0;
2307
2308 for (; tmp; tmp = tmp->above)
2309 {
2310 if (tmp->type != EXIT)
2311 continue; /*Not an exit */
2312
2313 if (!EXIT_PATH (tmp))
2314 continue; /*Not a valid exit */
2315
2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2317 continue; /*Not in the same place */
2318
2319 if (exit->map->path != EXIT_PATH (tmp))
2320 continue; /*Not in the same map */
2321
2322 /* From here we have found the exit is valid. However we do
2323 * here the check of the exit owner. It is important for the
2324 * town portals to prevent strangers from visiting your appartments
2325 */
2326 if (!exit->race)
2327 return 1; /*No owner, free for all! */
2328
2329 object *exit_owner = 0;
2330
2331 for_all_players (pp)
2332 {
2333 if (!pp->ob)
2334 continue;
2335
2336 if (pp->ob->name != exit->race)
2337 continue;
2338
2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2340 break;
2341 }
2342
2343 if (!exit_owner)
2344 return 0; /* No more owner */
2345
2346 if (exit_owner->contr == op->contr)
2347 return 1; /*It is your exit */
2348
2349 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */
2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2353 return 0;
2354
2355 return 1;
2356 }
2357 }
2358
2359 return 0;
2360 }
2361
2362 /**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371 static object *
2372 auto_apply_lighter (object *who, object *op, object *lighter)
2373 {
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413 }
2414
2415 /**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420 void
2421 apply_lighter (object *who, object *lighter)
2422 {
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452 }
2453
2454 /**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457 void player_apply_lamp_cursed_effect (object *who, object *op)
2458 {
2459 if (op->level)
2460 {
2461 who->failmsg (format (
2462 "The %s was cursed, it explodes in a big fireball!",
2463 &op->name));
2464 create_exploding_ball_at (who, op->level);
2465 }
2466 else
2467 {
2468 who->failmsg (format (
2469 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2470 &op->name));
2471 }
2472
2473 op->destroy ();
2474 }
2475
2476 /**
2477 * Apply for players and lamps
2478 *
2479 * who - the player
2480 * op - the lamp
2481 */
2482 void player_apply_lamp (object *who, object *op)
2483 {
2484 bool switch_on = op->glow_radius ? false : true;
2485
2486 if (switch_on)
2487 {
2488 object *lighter = 0;
2489
2490 if (op->flag [FLAG_IS_LIGHTABLE]
2491 && !(lighter = auto_apply_lighter (who, op, 0)))
2492 return;
2493
2494 if (op->stats.food < 1)
2495 {
2496 if (op->type == LAMP)
2497 who->failmsg (format (
2498 "The %s is out of fuel! "
2499 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2500 &op->name));
2501 else
2502 who->failmsg (format (
2503 "The %s is burnt out! "
2504 "H<Torches and similar items burn out and become worthless.>",
2505 &op->name));
2506 return;
2507 }
2508
2509 if (op->flag [FLAG_CURSED])
2510 {
2511 player_apply_lamp_cursed_effect (who, op);
2512 return;
2513 }
2514
2515 if (lighter)
2516 who->statusmsg (format (
2517 "You light up the %s with the %s.", &op->name, &lighter->name));
2518 else
2519 who->statusmsg (format ("You light up the %s.", &op->name));
2520 }
2521 else
2522 {
2523 if (op->flag [FLAG_CURSED])
2524 {
2525 player_apply_lamp_cursed_effect (who, op);
2526 return;
2527 }
2528
2529 if (op->type == TORCH)
2530 {
2531 if (!op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 who->statusmsg (format (
2534 "You put out the %s. "
2535 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2536 &op->name, &op->name));
2537 }
2538 else
2539 who->statusmsg (format (
2540 "You put out the %s."
2541 "H<Torches wear out if you put them out.>",
2542 &op->name));
2543 }
2544 else
2545 who->statusmsg (format ("You turn off the %s.", &op->name));
2546 }
2547
2548 apply_lamp (op, switch_on);
2549 }
2550
2551 void get_animation_from_arch (object *op, arch_ptr a)
2552 {
2553 op->animation_id = a->animation_id;
2554 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2555 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2556 op->anim_speed = a->anim_speed;
2557 op->last_anim = 0;
2558 op->state = 0;
2559 op->face = a->face;
2560
2561 if (NUM_ANIMATIONS(op) > 1)
2562 {
2563 SET_ANIMATION(op, 0);
2564 animate_object (op, op->direction);
2565 }
2566 else
2567 update_object (op, UP_OBJ_FACE);
2568 }
2569
2570 /**
2571 * Apply for LAMPs and TORCHes.
2572 *
2573 * op - the lamp
2574 * switch_on - a flag which says whether the lamp should be switched on or off
2575 */
2576 void apply_lamp (object *op, bool switch_on)
2577 {
2578 op->set_glow_radius (switch_on ? op->range : 0);
2579 op->set_speed (switch_on ? op->arch->speed : 0);
2580
2581 // torches wear out if you put them out
2582 if (op->type == TORCH && !switch_on)
2583 {
2584 if (op->flag [FLAG_IS_LIGHTABLE])
2585 {
2586 op->stats.food -= (double) op->arch->stats.food / 15;
2587 if (op->stats.food < 0)
2588 op->stats.food = 0;
2589 }
2590 else
2591 op->stats.food = 0;
2592 }
2593
2594 // lamps and torched get worthless when used up
2595 if (op->stats.food <= 0)
2596 op->value = 0;
2597
2598 // FIXME: This is a hack to make the more sane torches and lamps
2599 // still animated ;-/
2600 if (op->other_arch)
2601 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2602
2603 if (object *pl = op->visible_to ())
2604 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2605 }
2606
2607 /**
2608 * This handles items of type 'transformer'.
2609 * Basically those items, used with a marked item, transform both items into something
2610 * else.
2611 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2612 * Change information is contained in the 'slaying' field of the marked item.
2613 * The format is as follow: transformer:[number ]yield[;transformer:...].
2614 * This way an item can be transformed in many things, and/or many objects.
2615 * The 'slaying' field for transformer is used as verb for the action.
2616 */
2617 static void
2618 apply_item_transformer (object *pl, object *transformer)
2619 {
2620 object *marked;
2621 object *new_item;
2622 char *find;
2623 char *separator;
2624 int yield;
2625 char got[MAX_BUF];
2626 int len;
2627
2628 if (!pl || !transformer)
2629 return;
2630
2631 marked = find_marked_object (pl);
2632
2633 if (!marked)
2634 {
2635 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2636 return;
2637 }
2638
2639 if (!marked->slaying)
2640 {
2641 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2642 return;
2643 }
2644
2645 /* check whether they are compatible or not */
2646 find = strstr (&marked->slaying, transformer->arch->archname);
2647 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2648 {
2649 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2650 return;
2651 }
2652
2653 find += strlen (transformer->arch->archname) + 1;
2654 /* Item can be used, now find how many and what it yields */
2655 if (isdigit (*(find)))
2656 {
2657 yield = atoi (find);
2658 if (yield < 1)
2659 {
2660 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2661 yield = 1;
2662 }
2663 }
2664 else
2665 yield = 1;
2666
2667 while (isdigit (*find))
2668 find++;
2669
2670 while (*find == ' ')
2671 find++;
2672
2673 memset (got, 0, MAX_BUF);
2674
2675 if ((separator = strchr (find, ';')) != NULL)
2676 len = separator - find;
2677 else
2678 len = strlen (find);
2679
2680 if (len > MAX_BUF - 1)
2681 len = MAX_BUF - 1;
2682
2683 strcpy (got, find);
2684 got[len] = '\0';
2685
2686 /* Now create new item, remove used ones when required. */
2687 new_item = get_archetype (got);
2688 if (!new_item)
2689 {
2690 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2691 return;
2692 }
2693
2694 new_item->nrof = yield;
2695
2696 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2697
2698 pl->insert (new_item);
2699 /* Eat up one item */
2700 marked->decrease ();
2701
2702 /* Eat one transformer if needed */
2703 if (transformer->stats.food)
2704 if (--transformer->stats.food == 0)
2705 transformer->decrease ();
2706 }
2707
2708 /**
2709 * Main apply handler.
2710 *
2711 * Checks for unpaid items before applying.
2712 *
2713 * Return value:
2714 * 0: player or monster can't apply objects of that type
2715 * 1: has been applied, or there was an error applying the object
2716 * 2: objects of that type can't be applied if not in inventory
2717 *
2718 * who is the object that is causing object to be applied, op is the object
2719 * being applied.
2720 *
2721 * aflag is special (always apply/unapply) flags. Nothing is done with
2722 * them in this function - they are passed to apply_special
2723 */
2724 int
2725 manual_apply (object *who, object *op, int aflag)
2726 {
2727 op = op->head_ ();
2728
2729 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2730 {
2731 if (who->type == PLAYER)
2732 {
2733 examine (who, op);
2734 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2735 return 1;
2736 }
2737 else
2738 return 0; /* monsters just skip unpaid items */
2739 }
2740
2741 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2742 return RESULT_INT (0);
2743
2744 switch (op->type)
2745 {
2746 case T_HANDLE:
2747 who->play_sound (sound_find ("turn_handle"));
2748 who->statusmsg ("You turn the handle.");
2749 op->value = op->value ? 0 : 1;
2750 SET_ANIMATION (op, op->value);
2751 update_object (op, UP_OBJ_FACE);
2752 push_button (op, who);
2753 return 1;
2754
2755 case TRIGGER:
2756 if (check_trigger (op, who, who))
2757 {
2758 who->statusmsg ("You turn the handle.");
2759 who->play_sound (sound_find ("turn_handle"));
2760 }
2761 else
2762 who->failmsg ("The handle doesn't move.");
2763
2764 return 1;
2765
2766 case EXIT:
2767 if (who->type != PLAYER)
2768 return 0;
2769
2770 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2771 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2772 else
2773 {
2774 /* Don't display messages for random maps. */
2775 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2776 who->statusmsg (op->msg, NDI_NAVY);
2777
2778 who->enter_exit (op);
2779 }
2780
2781 return 1;
2782
2783 case INSCRIBABLE:
2784 who->statusmsg (op->msg);
2785 // maybe show a spell menu to chose from or something like that
2786 return 1;
2787
2788 case SIGN:
2789 apply_sign (who, op, 0);
2790 return 1;
2791
2792 case BOOK:
2793 if (who->type == PLAYER)
2794 {
2795 apply_book (who, op);
2796 return 1;
2797 }
2798 else
2799 return 0;
2800
2801 case SKILLSCROLL:
2802 if (who->type == PLAYER)
2803 {
2804 apply_skillscroll (who, op);
2805 return 1;
2806 }
2807 else
2808 return 0;
2809
2810 case SPELLBOOK:
2811 if (who->type == PLAYER)
2812 {
2813 apply_spellbook (who, op);
2814 return 1;
2815 }
2816 else
2817 return 0;
2818
2819 case SCROLL:
2820 apply_scroll (who, op, 0);
2821 return 1;
2822
2823 case POTION:
2824 apply_potion (who, op);
2825 return 1;
2826
2827 /* Eneq(@csd.uu.se): Handle apply on containers. */
2828 //TODO: remove, as it is unsed?
2829 case CLOSE_CON:
2830 apply_container (who, op->env);
2831 return 1;
2832
2833 case CONTAINER:
2834 apply_container (who, op);
2835 return 1;
2836
2837 case TREASURE:
2838 if (who->type == PLAYER)
2839 {
2840 apply_treasure (who, op);
2841 return 1;
2842 }
2843 else
2844 return 0;
2845
2846 case LAMP:
2847 case TORCH:
2848 player_apply_lamp (who, op);
2849 return 1;
2850
2851 case WEAPON:
2852 case ARMOUR:
2853 case BOOTS:
2854 case GLOVES:
2855 case AMULET:
2856 case GIRDLE:
2857 case BRACERS:
2858 case SHIELD:
2859 case HELMET:
2860 case RING:
2861 case CLOAK:
2862 case WAND:
2863 case ROD:
2864 case HORN:
2865 case SKILL:
2866 case BOW:
2867 case BUILDER:
2868 case SKILL_TOOL:
2869 if (op->env != who)
2870 return 2; /* not in inventory */
2871
2872 apply_special (who, op, aflag);
2873 return 1;
2874
2875 case DRINK:
2876 case FOOD:
2877 case FLESH:
2878 apply_food (who, op);
2879 return 1;
2880
2881 case POISON:
2882 apply_poison (who, op);
2883 return 1;
2884
2885 case SAVEBED:
2886 return 1;
2887
2888 case ARMOUR_IMPROVER:
2889 if (who->type == PLAYER)
2890 {
2891 apply_armour_improver (who, op);
2892 return 1;
2893 }
2894 else
2895 return 0;
2896
2897 case WEAPON_IMPROVER:
2898 check_improve_weapon (who, op);
2899 return 1;
2900
2901 case CLOCK:
2902 if (who->type == PLAYER)
2903 {
2904 char buf[MAX_BUF];
2905 timeofday_t tod;
2906
2907 get_tod (&tod);
2908 who->play_sound (sound_find ("sound_clock"));
2909 who->statusmsg (format (
2910 "It is %d minute%s past %d o'clock %s",
2911 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2912 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2913 ));
2914 return 1;
2915 }
2916 else
2917 return 0;
2918
2919 case MENU:
2920 if (who->type == PLAYER)
2921 {
2922 shop_listing (op, who);
2923 return 1;
2924 }
2925 else
2926 return 0;
2927
2928 case POWER_CRYSTAL:
2929 apply_power_crystal (who, op); /* see egoitem.c */
2930 return 1;
2931
2932 case LIGHTER: /* for lighting torches/lanterns/etc */
2933 if (who->type == PLAYER)
2934 {
2935 apply_lighter (who, op);
2936 return 1;
2937 }
2938 else
2939 return 0;
2940
2941 case ITEM_TRANSFORMER:
2942 apply_item_transformer (who, op);
2943 return 1;
2944
2945 default:
2946 return 0;
2947 }
2948 }
2949
2950 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2951 * messages as needed by player_apply_below(). But there can still be
2952 * "but you are floating high above the ground" messages.
2953 *
2954 * Same return value as apply() function.
2955 */
2956 int
2957 player_apply (object *pl, object *op, int aflag, int quiet)
2958 {
2959 if (!op->env && (pl->move_type & MOVE_FLYING))
2960 {
2961 /* player is flying and applying object not in inventory */
2962 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2963 {
2964 pl->failmsg ("But you are floating high above the ground! "
2965 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2966 "or waiting till the levitation effect wears off.>");
2967 return 0;
2968 }
2969 }
2970
2971 pl->contr->last_used = op;
2972
2973 int tmp = manual_apply (pl, op, aflag);
2974
2975 if (!quiet)
2976 {
2977 if (tmp == 0)
2978 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2979 else if (tmp == 2)
2980 pl->failmsg ("You must get it first!\n");
2981 }
2982
2983 return tmp;
2984 }
2985
2986 /**
2987 * player_apply_below attempts to apply the object 'below' the player.
2988 * If the player has an open container, we use that for below, otherwise
2989 * we use the ground.
2990 */
2991 void
2992 player_apply_below (object *pl)
2993 {
2994 int floors = 0;
2995
2996 /* If using a container, set the starting item to be the top
2997 * item in the container. Otherwise, use the map.
2998 * This is perhaps more complicated. However, I want to make sure that
2999 * we don't use a corrupt pointer for the next object, so we get the
3000 * next object in the stack before applying. This is can only be a
3001 * problem if player_apply() has a bug in that it uses the object but does
3002 * not return a proper value.
3003 */
3004 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3005 {
3006 next = tmp->below;
3007
3008 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3009 floors++;
3010 else if (floors > 0)
3011 return; /* process only floor objects after first floor object */
3012
3013 /* If it is visible, player can apply it. If it is applied by
3014 * person moving on it, also activate. Added code to make it
3015 * so that at least one of players movement types be that which
3016 * the item needs.
3017 */
3018 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3019 if (player_apply (pl, tmp, 0, 1) == 1)
3020 return;
3021
3022 if (floors >= 2)
3023 return; /* process at most two floor objects */
3024 }
3025 }
3026
3027 /**
3028 * Unapplies specified item.
3029 * No check done on cursed/damned.
3030 * Break this out of apply_special - this is just done
3031 * to keep the size of apply_special to a more managable size.
3032 */
3033 static int
3034 unapply_special (object *who, object *op, int aflags)
3035 {
3036 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3037 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3038 return RESULT_INT (0);
3039
3040 CLEAR_FLAG (op, FLAG_APPLIED);
3041
3042 switch (op->type)
3043 {
3044 case SKILL_TOOL:
3045 // unapplying a skill tool should also unapply the skill it governs
3046 // but this is hard, as it shouldn't do so when the skill can
3047 // be used for other reasons
3048 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3049 if (tmp->skill == op->skill
3050 && tmp->type == SKILL
3051 && tmp->flag [FLAG_APPLIED]
3052 && !tmp->flag [FLAG_CAN_USE_SKILL])
3053 unapply_special (who, tmp, 0);
3054
3055 change_abil (who, op);
3056 break;
3057
3058 case WEAPON:
3059 if (player *pl = who->contr)
3060 if (op == pl->combat_ob)
3061 {
3062 pl->combat_ob = 0;
3063 who->change_weapon (pl->ranged_ob);
3064 }
3065
3066 who->statusmsg (format ("You unwield %s.", query_name (op)));
3067
3068 change_abil (who, op);
3069 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3070 break;
3071
3072 case SKILL:
3073 if (who->contr)
3074 {
3075 if (IS_COMBAT_SKILL (op->subtype))
3076 who->change_weapon (who->contr->combat_ob = 0);
3077 else if (IS_RANGED_SKILL (op->subtype))
3078 who->change_weapon (who->contr->ranged_ob = 0);
3079
3080 if (op->invisible)
3081 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3082 else
3083 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3084 }
3085
3086 change_abil (who, op);
3087 CLEAR_FLAG (who, FLAG_READY_SKILL);
3088 break;
3089
3090 case ARMOUR:
3091 case HELMET:
3092 case SHIELD:
3093 case RING:
3094 case BOOTS:
3095 case GLOVES:
3096 case AMULET:
3097 case GIRDLE:
3098 case BRACERS:
3099 case CLOAK:
3100 who->statusmsg (format ("You unwear %s.", query_name (op)));
3101 change_abil (who, op);
3102 break;
3103
3104 case BOW:
3105 case WAND:
3106 case ROD:
3107 case HORN:
3108 if (player *pl = who->contr)
3109 {
3110 if (op == pl->ranged_ob)
3111 {
3112 pl->ranged_ob = 0;
3113 who->change_weapon (pl->combat_ob);
3114 }
3115
3116 who->statusmsg (format ("You unready %s.", query_name (op)));
3117 }
3118 else
3119 {
3120 who->change_skill (0);
3121
3122 if (op->type == BOW)
3123 CLEAR_FLAG (who, FLAG_READY_BOW);
3124 else
3125 CLEAR_FLAG (who, FLAG_READY_RANGE);
3126 }
3127
3128 break;
3129
3130 case BUILDER:
3131 if (who->contr)
3132 who->statusmsg (format ("You unready %s.", query_name (op)));
3133 break;
3134
3135 default:
3136 who->statusmsg (format ("You unapply %s.", query_name (op)));
3137 break;
3138 }
3139
3140 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3141 if (object *pl = op->visible_to ())
3142 esrv_send_item (pl, op);
3143
3144 who->update_stats ();
3145
3146 return 0;
3147 }
3148
3149 /**
3150 * Returns the object that is using location 'loc'.
3151 * Note that 'start' is the first object to start examing - we
3152 * then go through the below of this. In this way, you can do
3153 * something like:
3154 * tmp = get_next_item_from_body_location(who->inv, 1);
3155 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3156 * to find the second object that may use this location, etc.
3157 * Returns NULL if no match is found.
3158 * loc is the index into the array we are looking for a match.
3159 * don't return invisible objects unless they are skill objects
3160 * invisible other objects that use
3161 * up body locations can be used as restrictions.
3162 */
3163 static object *
3164 get_next_item_from_body_location (int loc, object *start)
3165 {
3166 for (object *tmp = start; tmp; tmp = tmp->below)
3167 if (tmp->flag [FLAG_APPLIED]
3168 && tmp->slot[loc].info
3169 && (!tmp->invisible || tmp->type == SKILL))
3170 return tmp;
3171
3172 return 0;
3173 }
3174
3175 /**
3176 * 'op' wants to apply an object, but can't because of other equipment.
3177 * This should only be called when it is known
3178 * that there are objects to unapply. This makes pretty heavy
3179 * use of get_item_from_body_location. It makes no intelligent choice
3180 * on objects - rather, the first that is matched is used.
3181 * Returns 0 on success, returns 1 if there is some problem.
3182 * if aflags is AP_PRINT, we instead print out waht to unapply
3183 * instead of doing it. This is a lot less code than having
3184 * another function that does just that.
3185 */
3186
3187 #define CANNOT_REMOVE_CURSED \
3188 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3189 "Praying over an altar, scrolls of remove curse/damnation, " \
3190 "priests or even other players might help.>"
3191
3192 int
3193 unapply_for_ob (object *who, object *op, int aflags)
3194 {
3195 if (op->is_range ())
3196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3197 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3198 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3199 {
3200 if (aflags & AP_PRINT)
3201 who->failmsg (query_name (tmp));
3202 else
3203 unapply_special (who, tmp, aflags);
3204 }
3205 else
3206 {
3207 /* In this case, we want to try and remove a cursed item.
3208 * While we know it won't work, we want unapply_special to
3209 * at least generate the message.
3210 */
3211 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3212 return 1;
3213 }
3214
3215 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3216 {
3217 /* this used up a slot that we need to free */
3218 if (op->slot[i].info)
3219 {
3220 object *last = who->inv;
3221
3222 /* We do a while loop - may need to remove several items in order
3223 * to free up enough slots.
3224 */
3225 while ((who->slot[i].used + op->slot[i].info) < 0)
3226 {
3227 object *tmp = get_next_item_from_body_location (i, last);
3228
3229 if (!tmp)
3230 {
3231 #if 0
3232 /* Not a bug - we'll get this if the player has cursed items
3233 * equipped.
3234 */
3235 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3236 #endif
3237 return 1;
3238 }
3239
3240 /* If we are just printing, we don't care about cursed status */
3241 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3242 {
3243 if (aflags & AP_PRINT)
3244 who->failmsg (query_name (tmp));
3245 else
3246 unapply_special (who, tmp, aflags);
3247 }
3248 else
3249 {
3250 /* Cursed item that we can't unequip - tell the player.
3251 * Note this could be annoying if this is just one of a few,
3252 * so it may not be critical (eg, putting on a ring and you have
3253 * one cursed ring.)
3254 */
3255 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3256 }
3257
3258 last = tmp->below;
3259 }
3260 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3261 * return in the !tmp would have kicked in.
3262 */
3263 } /* if op is using this body location */
3264 } /* for body lcoations */
3265
3266 return 0;
3267 }
3268
3269 /**
3270 * Checks to see if 'who' can apply object 'op'.
3271 * Returns 0 if apply can be done without anything special.
3272 * Otherwise returns a bitmask - potentially several of these may be
3273 * set, but largely depends on circumstance - in the future, processing
3274 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3275 * is set, do we really care what the other flags may be?)
3276 *
3277 * See include/define.h for detailed description of the meaning of
3278 * these return values.
3279 */
3280 int
3281 can_apply_object (object *who, object *op)
3282 {
3283 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3284 return RESULT_INT (0);
3285
3286 int retval = 0;
3287 object *tmp = 0, *ws = 0;
3288
3289 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3290 {
3291 if (op->slot[i].info)
3292 {
3293 /* Item uses more slots than we have */
3294 if (who->slot[i].info + op->slot [i].info < 0)
3295 {
3296 /* Could return now for efficiency - rest of info below isn't
3297 * really needed.
3298 */
3299 retval |= CAN_APPLY_NEVER;
3300 }
3301 else if (who->slot[i].used + op->slot[i].info < 0)
3302 {
3303 /* in this case, equipping this would use more free spots than
3304 * we have.
3305 */
3306
3307 /* if we have an applied weapon/shield, and unapply it would free
3308 * enough slots to equip the new item, then just set "can
3309 * apply unapply". We don't care about the logic below - if you have a
3310 * shield equipped and try to equip another shield, there is only
3311 * one choice. However, the check for the number of body locations
3312 * does take into the account cases where what is being applied
3313 * may be two handed for example.
3314 */
3315 if (ws)
3316 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3317 {
3318 retval |= CAN_APPLY_UNAPPLY;
3319 continue;
3320 }
3321
3322 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3323 if (!tmp1)
3324 {
3325 #if 0
3326 /* This is sort of an error, but happens a lot when old players
3327 * join in with more stuff equipped than they are now allowed.
3328 */
3329 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3330 #endif
3331 retval |= CAN_APPLY_NEVER;
3332 }
3333 else
3334 {
3335 /* need to unapply something. However, if this something
3336 * is different than we had found before, it means they need
3337 * to apply multiple objects
3338 */
3339 retval |= CAN_APPLY_UNAPPLY;
3340
3341 if (!tmp)
3342 tmp = tmp1;
3343 else if (tmp != tmp1)
3344 retval |= CAN_APPLY_UNAPPLY_MULT;
3345
3346 /* This object isn't using up all the slots, so there must
3347 * be another. If so, and it the new item doesn't need all
3348 * the slots, the player then has a choice.
3349 */
3350 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3351 && abs (op->slot[i].info) < who->slot[i].info)
3352 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3353
3354 /* Does unequippint 'tmp1' free up enough slots for this to be
3355 * equipped? If not, there must be something else to unapply.
3356 */
3357 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3358 retval |= CAN_APPLY_UNAPPLY_MULT;
3359 }
3360 } /* if not enough free slots */
3361 } /* if this object uses location i */
3362 } /* for i -> num_body_locations loop */
3363
3364 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3365 * really be controlled by use of body locations. We do have
3366 * the weapon/shield checks, and the range checks for monsters,
3367 * because you can't control those just by body location - bows, shields,
3368 * and weapons all use the same slot. Similar for horn/rod/wand - they
3369 * all use the same location.
3370 */
3371 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3372 retval |= CAN_APPLY_RESTRICTION;
3373
3374 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3375 retval |= CAN_APPLY_RESTRICTION;
3376
3377 if (who->type != PLAYER)
3378 {
3379 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3380 retval |= CAN_APPLY_RESTRICTION;
3381
3382 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3383 retval |= CAN_APPLY_RESTRICTION;
3384
3385 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3386 retval |= CAN_APPLY_RESTRICTION;
3387
3388 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3389 retval |= CAN_APPLY_RESTRICTION;
3390 }
3391
3392 return retval;
3393 }
3394
3395 /**
3396 * who is the object using the object. It can be a monster.
3397 * op is the object they are using. op is an equipment type item,
3398 * eg, one which you put on and keep on for a while, and not something
3399 * like a potion or scroll.
3400 *
3401 * function returns 1 if the action could not be completed, 0 on
3402 * success. However, success is a matter of meaning - if the
3403 * user passes the 'apply' flag to an object already applied,
3404 * nothing is done, and 0 is returned.
3405 *
3406 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3407 * AP_UNAPPLY=always unapply).
3408 *
3409 * Optional flags:
3410 * AP_NO_MERGE: don't merge an unapplied object with other objects
3411 * AP_IGNORE_CURSE: unapply cursed items
3412 * AP_NO_READY: do not ready skills when applying skill tools
3413 *
3414 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3415 *
3416 * apply_special() doesn't check for unpaid items.
3417 */
3418
3419 #define LACK_ITEM_POWER \
3420 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3421
3422 int
3423 apply_special (object *who, object *op, int aflags)
3424 {
3425 int basic_flag = aflags & AP_BASIC_FLAGS;
3426 object *tmp, *tmp2, *skop = NULL;
3427
3428 if (who == NULL)
3429 {
3430 LOG (llevError, "apply_special() from object without environment.\n");
3431 return 1;
3432 }
3433
3434 if (op->env != who)
3435 return 1; /* op is not in inventory */
3436
3437 /* trying to unequip op */
3438 if (QUERY_FLAG (op, FLAG_APPLIED))
3439 {
3440 /* always apply, so no reason to unapply */
3441 if (basic_flag == AP_APPLY)
3442 return 0;
3443
3444 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3445 {
3446 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3447 return 1;
3448 }
3449
3450 return unapply_special (who, op, aflags);
3451 }
3452 else if (basic_flag == AP_UNAPPLY)
3453 return 0;
3454
3455 // if the item is combat/ranged, wield the relevant slot first
3456 // to resolve conflicts.
3457 if (player *pl = who->contr)
3458 switch (op->slottype ())
3459 {
3460 case slot_combat: who->change_weapon (pl->combat_ob); break;
3461 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3462 }
3463
3464 splay (op);
3465
3466 /* Can't just apply this object. Lets see what not and what to do */
3467 if (int i = can_apply_object (who, op))
3468 {
3469 if (i & CAN_APPLY_NEVER)
3470 {
3471 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3472 return 1;
3473 }
3474 else if (i & CAN_APPLY_RESTRICTION)
3475 {
3476 who->failmsg (format (
3477 "You have a prohibition against using a %s. "
3478 "H<Your belief, profession or class prevents you from applying this item.>",
3479 query_name (op)
3480 ));
3481 return 1;
3482 }
3483
3484 if (who->type != PLAYER)
3485 {
3486 /* Some error, so don't try to equip something more */
3487 if (unapply_for_ob (who, op, aflags))
3488 return 1;
3489 }
3490 else
3491 {
3492 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3493 {
3494 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3495 unapply_for_ob (who, op, AP_PRINT);
3496 return 1;
3497 }
3498 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3499 if (unapply_for_ob (who, op, aflags))
3500 return 1;
3501 }
3502 }
3503
3504 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3505 {
3506 skop = find_skill_by_name (who, op->skill);
3507
3508 if (!skop)
3509 {
3510 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3511 return 1;
3512 }
3513 else
3514 /* While experience will be credited properly, we want to change the
3515 * skill so that the dam and wc get updated
3516 */
3517 who->change_skill (skop);
3518 }
3519
3520 if (!check_item_power (who, op->item_power))
3521 {
3522 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3523 return 1;
3524 }
3525
3526 /* Ok. We are now at the state where we can apply the new object.
3527 * Note that we don't have the checks for can_use_...
3528 * below - that is already taken care of by can_apply_object.
3529 */
3530 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3531
3532 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3533 return RESULT_INT (0);
3534
3535 switch (op->type)
3536 {
3537 case WEAPON:
3538 //TODO: this obviously fails for players using a shorter prefix
3539 // i.e. "R" can use Ragnarok's sword.
3540 if (op->level && !op->name.starts_with (who->name))
3541 {
3542 /* if the weapon does not have the name as the character, can't use it. */
3543 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3544 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3545
3546 if (tmp)
3547 insert_ob_in_ob (tmp, who);
3548
3549 return 1;
3550 }
3551
3552 if (!skop)
3553 {
3554 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3555 return 1;
3556 }
3557
3558 SET_FLAG (op, FLAG_APPLIED);
3559 who->change_skill (skop);
3560
3561 if (who->contr)
3562 who->change_weapon (who->contr->combat_ob = op);
3563
3564 who->statusmsg (format ("You wield %s.", query_name (op)));
3565
3566 SET_FLAG (who, FLAG_READY_WEAPON);
3567 change_abil (who, op);
3568 break;
3569
3570 case ARMOUR:
3571 case HELMET:
3572 case SHIELD:
3573 case BOOTS:
3574 case GLOVES:
3575 case GIRDLE:
3576 case BRACERS:
3577 case CLOAK:
3578 case RING:
3579 case AMULET:
3580 SET_FLAG (op, FLAG_APPLIED);
3581 who->statusmsg (format ("You wear %s.", query_name (op)));
3582 change_abil (who, op);
3583 break;
3584
3585 case SKILL_TOOL:
3586 // applying a skill tool also readies the skill
3587 SET_FLAG (op, FLAG_APPLIED);
3588
3589 if (!(aflags & AP_NO_READY))
3590 {
3591 skop = find_skill_by_name (who, op->skill);
3592 if (!skop->flag [FLAG_APPLIED])
3593 apply_special (who, skop, AP_APPLY);
3594 }
3595 break;
3596
3597 case SKILL:
3598 if (player *pl = who->contr)
3599 {
3600 if (IS_COMBAT_SKILL (op->subtype))
3601 {
3602 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3603 {
3604 for (object *item = who->inv; item; item = item->below)
3605 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3606 {
3607 if (item->skill == op->skill)
3608 {
3609 who->change_weapon (pl->combat_ob = item);
3610 goto found_weapon;
3611 }
3612 }
3613
3614 who->failmsg (format (
3615 "You need to apply a '%s' melee weapon before readying this skill. "
3616 "H<Some skills need an item, in this case a melee weapon, to function.>",
3617 &op->skill
3618 ));
3619 return 1;
3620
3621 found_weapon:;
3622 }
3623 else
3624 who->change_weapon (pl->combat_ob = op);
3625 }
3626 else if (IS_RANGED_SKILL (op->subtype))
3627 {
3628 if (skill_flags [op->subtype] & SF_NEED_BOW)
3629 {
3630 for (object *item = who->inv; item; item = item->below)
3631 if (item->type == BOW && item->flag [FLAG_APPLIED])
3632 {
3633 //TODO: bows should/must all have skill missile weapon right now
3634 who->change_weapon (pl->ranged_ob = item);
3635 goto found_bow;
3636 }
3637
3638 who->failmsg (
3639 "You need to apply a missile weapon before readying this skill. "
3640 "H<Some skills need an item, in this case a missile weapon, to function.>"
3641 );
3642 return 1;
3643
3644 found_bow:;
3645 }
3646 else
3647 who->change_weapon (pl->ranged_ob = op);
3648 }
3649
3650 if (!op->invisible)
3651 {
3652 who->statusmsg (format (
3653 "You ready %s."
3654 "You can now use the skill: %s.",
3655 query_name (op),
3656 &op->skill
3657 ));
3658 }
3659 else
3660 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3661 }
3662 else
3663 {
3664 SET_FLAG (op, FLAG_APPLIED);
3665 change_abil (who, op);
3666 who->chosen_skill = op;
3667 SET_FLAG (who, FLAG_READY_SKILL);
3668 }
3669
3670 break;
3671
3672 case BOW:
3673 if (op->level && !op->name.starts_with (who->name))
3674 {
3675 who->failmsg ("The weapon does not recognize you as its owner. "
3676 "H<Its name indicates that it belongs to somebody else.>");
3677 if (tmp)
3678 insert_ob_in_ob (tmp, who);
3679
3680 return 1;
3681 }
3682
3683 /*FALLTHROUGH*/
3684 case WAND:
3685 case ROD:
3686 case HORN:
3687 /* check for skill, alter player status */
3688
3689 if (!skop)
3690 {
3691 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3692 return 1;
3693 }
3694
3695 SET_FLAG (op, FLAG_APPLIED);
3696 who->change_skill (skop);
3697
3698 if (who->contr)
3699 {
3700 who->contr->ranged_ob = op;
3701
3702 who->statusmsg (format ("You ready %s.", query_name (op)));
3703
3704 if (op->type == BOW)
3705 {
3706 who->current_weapon = op;
3707 change_abil (who, op);
3708 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3709 }
3710 }
3711 else
3712 {
3713 if (op->type == BOW)
3714 SET_FLAG (who, FLAG_READY_BOW);
3715 else
3716 SET_FLAG (who, FLAG_READY_RANGE);
3717 }
3718
3719 break;
3720
3721 case BUILDER:
3722 if (who->type == PLAYER)
3723 {
3724 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3725 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3726 unapply_special (who, who->contr->ranged_ob, 0);
3727
3728 who->statusmsg (format ("You ready your %s.", query_name (op)));
3729
3730 who->contr->ranged_ob = op;
3731 }
3732 break;
3733
3734 default:
3735 who->statusmsg (format ("You apply %s.", query_name (op)));
3736 }
3737
3738 SET_FLAG (op, FLAG_APPLIED);
3739
3740 if (tmp)
3741 who->insert (tmp);
3742
3743 who->update_stats ();
3744
3745 /* We exclude spell casting objects. The fire code will set the
3746 * been applied flag when they are used - until that point,
3747 * you don't know anything about them.
3748 */
3749 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3750 SET_FLAG (op, FLAG_BEEN_APPLIED);
3751
3752 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3753 if (who->type == PLAYER)
3754 {
3755 who->failmsg (
3756 "Oops, it feels deadly cold! "
3757 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3758 );
3759 SET_FLAG (op, FLAG_KNOWN_CURSED);
3760 }
3761
3762 if (object *pl = op->visible_to ())
3763 esrv_send_item (pl, op);
3764
3765 return 0;
3766 }
3767
3768 int
3769 monster_apply_special (object *who, object *op, int aflags)
3770 {
3771 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3772 return 1;
3773
3774 return apply_special (who, op, aflags);
3775 }
3776
3777 /**
3778 * Map was just loaded, handle op's initialisation.
3779 *
3780 * Generates shop floor's item, and treasures.
3781 */
3782 int
3783 auto_apply (object *op)
3784 {
3785 object *tmp = NULL, *tmp2;
3786 int i;
3787
3788 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3789
3790 switch (op->type)
3791 {
3792 case SHOP_FLOOR:
3793 if (!op->has_random_items ())
3794 return 0;
3795
3796 do
3797 {
3798 i = 10; /* let's give it 10 tries */
3799 while ((tmp = generate_treasure (op->randomitems,
3800 op->stats.exp
3801 ? (int) op->stats.exp
3802 : max (op->map->difficulty, 5)))
3803 == NULL && --i);
3804
3805 if (tmp == NULL)
3806 return 0;
3807
3808 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3809 {
3810 tmp->destroy ();
3811 tmp = NULL;
3812 }
3813 }
3814 while (!tmp);
3815
3816 tmp->x = op->x;
3817 tmp->y = op->y;
3818 SET_FLAG (tmp, FLAG_UNPAID);
3819 insert_ob_in_map (tmp, op->map, NULL, 0);
3820 identify (tmp);
3821 break;
3822
3823 case TREASURE:
3824 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3825 return 0;
3826
3827 while (op->stats.hp-- > 0)
3828 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3829 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3830
3831 /* If we generated an object and put it in this object inventory,
3832 * move it to the parent object as the current object is about
3833 * to disappear. An example of this item is the random_* stuff
3834 * that is put inside other objects.
3835 */
3836 if (op->env)
3837 while (op->inv)
3838 op->env->insert (op->inv);
3839
3840 op->destroy ();
3841 break;
3842 }
3843
3844 return !!tmp;
3845 }
3846
3847 /**
3848 * fix_auto_apply goes through the entire map every time a map
3849 * is loaded or swapped in and performs special actions for
3850 * certain objects (most initialization of chests and creation of
3851 * treasures and stuff). Calls auto_apply if appropriate.
3852 */
3853 void
3854 maptile::fix_auto_apply ()
3855 {
3856 if (!spaces)
3857 return;
3858
3859 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3860 for (object *tmp = ms->bot; tmp; )
3861 {
3862 object *above = tmp->above;
3863
3864 if (tmp->inv)
3865 {
3866 object *invtmp, *invnext;
3867
3868 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3869 {
3870 invnext = invtmp->below;
3871
3872 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3873 auto_apply (invtmp);
3874 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3875 {
3876 while (invtmp->stats.hp-- > 0)
3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3878
3879 invtmp->randomitems = NULL;
3880 }
3881 else if (invtmp && invtmp->arch
3882 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3883 {
3884 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3885 /* Need to clear this so that we never try to create
3886 * treasure again for this object
3887 */
3888 invtmp->randomitems = NULL;
3889 }
3890 }
3891 /* This is really temporary - the code at the bottom will
3892 * also set randomitems to null. The problem is there are bunches
3893 * of maps/players already out there with items that have spells
3894 * which haven't had the randomitems set to null yet.
3895 * MSW 2004-05-13
3896 *
3897 * And if it's a spellbook, it's better to set randomitems to NULL too,
3898 * else you get two spells in the book ^_-
3899 * Ryo 2004-08-16
3900 */
3901 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3902 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3903 tmp->randomitems = NULL;
3904
3905 }
3906
3907 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3908 auto_apply (tmp);
3909 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3910 {
3911 while ((tmp->stats.hp--) > 0)
3912 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3913 tmp->randomitems = NULL;
3914 }
3915 else if (tmp->type == TIMED_GATE)
3916 {
3917 object *head = tmp->head != NULL ? tmp->head : tmp;
3918
3919 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3920 tmp->set_speed (0);
3921 }
3922 /* This function can be called everytime a map is loaded, even when
3923 * swapping back in. As such, we don't want to create the treasure
3924 * over and ove again, so after we generate the treasure, blank out
3925 * randomitems so if it is swapped in again, it won't make anything.
3926 * This is a problem for the above objects, because they have counters
3927 * which say how many times to make the treasure.
3928 */
3929 else if (tmp && tmp->arch && tmp->type != PLAYER
3930 && tmp->type != TREASURE && tmp->type != SPELL
3931 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3932 {
3933 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3934 tmp->randomitems = NULL;
3935 }
3936
3937 // close all containers
3938 else if (tmp->type == CONTAINER)
3939 tmp->flag [FLAG_APPLIED] = 0;
3940
3941 tmp = above;
3942 }
3943
3944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3945 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3946 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3947 check_trigger (tmp, tmp->above, tmp->above);
3948 }
3949
3950 /**
3951 * Handles player eating food that temporarily changes status (resistances, stats).
3952 * This used to call cast_change_attr(), but
3953 * that doesn't work with the new spell code. Since we know what
3954 * the food changes, just grab a force and use that instead.
3955 */
3956 void
3957 eat_special_food (object *who, object *food)
3958 {
3959 object *force;
3960 int i, did_one = 0;
3961
3962 char buf[64];
3963 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3964 shstr key (buf);
3965
3966 /* bigger morsel of food = longer effect time */
3967 int duration = TIME2TICK (food->stats.food);
3968
3969 if (force = who->force_find (key))
3970 {
3971 if (duration > abs (force->speed_left / force->speed))
3972 {
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3974 force->force_set_timer (duration);
3975 }
3976 else
3977 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3978
3979 return;
3980 }
3981 else
3982 {
3983 force = who->force_add (key, duration);
3984 force->name = key;
3985
3986 /* check if the food affects a stat */
3987 for (i = 0; i < NUM_STATS; i++)
3988 if (sint8 k = food->stats.stat (i))
3989 {
3990 force->stats.stat (i) = k;
3991 did_one = 1;
3992 }
3993
3994 /* check if we can protect the eater */
3995 for (i = 0; i < NROFATTACKS; i++)
3996 {
3997 if (food->resist[i] > 0)
3998 {
3999 force->resist[i] = food->resist[i];
4000 did_one = 1;
4001 }
4002 }
4003
4004 if (did_one)
4005 {
4006 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
4007
4008 /* make the force take effect and report effects to user */
4009 change_abil (who, force);
4010 }
4011 else
4012 force->destroy ();
4013 }
4014
4015 /* check for hp, sp change */
4016 if (food->stats.hp != 0)
4017 {
4018 if (QUERY_FLAG (food, FLAG_CURSED))
4019 {
4020 who->contr->killer = food;
4021 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4022 who->failmsg ("Eck!...that was poisonous!");
4023 }
4024 else
4025 {
4026 if (food->stats.hp > 0)
4027 who->statusmsg ("You begin to feel better.");
4028 else
4029 who->failmsg ("Eck!...that was poisonous!");
4030
4031 who->stats.hp += food->stats.hp;
4032 }
4033 }
4034
4035 if (food->stats.sp != 0)
4036 {
4037 if (QUERY_FLAG (food, FLAG_CURSED))
4038 {
4039 who->failmsg ("You are drained of mana!");
4040 who->stats.sp -= food->stats.sp;
4041 if (who->stats.sp < 0)
4042 who->stats.sp = 0;
4043 }
4044 else
4045 {
4046 who->statusmsg ("You feel a rush of magical energy!");
4047 who->stats.sp += food->stats.sp;
4048 /* place limit on max sp from food? */
4049 }
4050 }
4051
4052 who->update_stats ();
4053 }
4054
4055 void
4056 apply_changes_to_player (object *pl, object *change)
4057 {
4058 int excess_stat = 0; /* if the stat goes over the maximum
4059 for the race, put the excess stat some
4060 where else. */
4061
4062 switch (change->type)
4063 {
4064 case CLASS:
4065 {
4066 living *stats = &(pl->contr->orig_stats);
4067 living *ns = &(change->stats);
4068 object *walk;
4069 int flag_change_face = 1;
4070
4071 /* the following code assigns stats up to the stat max
4072 * for the race, and if the stat max is exceeded,
4073 * tries to randomly reassign the excess stat
4074 */
4075 int i, j;
4076
4077 for (i = 0; i < NUM_STATS; i++)
4078 {
4079 int race_bonus = pl->arch->stats.stat (i);
4080 sint8 stat = stats->stat (i) + ns->stat (i);
4081
4082 if (stat > 20 + race_bonus)
4083 {
4084 excess_stat++;
4085 stat = 20 + race_bonus;
4086 }
4087
4088 stats->stat (i) = stat;
4089 }
4090
4091 for (j = 0; excess_stat > 0 && j < 100; j++)
4092 { /* try 100 times to assign excess stats */
4093 int i = rndm (0, 6);
4094
4095 if (i == CHA)
4096 continue; /* exclude cha from this */
4097
4098 int stat = stats->stat (i);
4099 int race_bonus = pl->arch->stats.stat (i);
4100 if (stat < 20 + race_bonus)
4101 {
4102 change_attr_value (stats, i, 1);
4103 excess_stat--;
4104 }
4105 }
4106
4107 /* insert the randomitems from the change's treasurelist into
4108 * the player ref: player.c
4109 */
4110 if (change->randomitems)
4111 give_initial_items (pl, change->randomitems);
4112
4113 /* set up the face, for some races. */
4114
4115 /* first, look for the force object banning
4116 * changing the face. Certain races never change face with class.
4117 */
4118 for (walk = pl->inv; walk; walk = walk->below)
4119 if (walk->name == shstr_NOCLASSFACECHANGE)
4120 flag_change_face = 0;
4121
4122 if (flag_change_face)
4123 {
4124 pl->face = change->face;
4125 pl->animation_id = change->animation_id;
4126 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4127 }
4128
4129 /* check the special case of can't use weapons */
4130 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4131 if (change->name == shstr_monk)
4132 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4133
4134 break;
4135 }
4136 }
4137 }
4138