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Revision: 1.149
Committed: Tue Apr 22 07:01:47 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.148: +20 -89 lines
Log Message:
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File Contents

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