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Revision: 1.165
Committed: Tue Jul 15 00:00:37 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_61
Changes since 1.164: +6 -2 lines
Log Message:
*** empty log message ***

File Contents

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