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Revision: 1.184
Committed: Mon Jan 12 00:17:23 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.183: +270 -178 lines
Log Message:
added new lamp and torch system.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = op->subtype & 1;
59 name_flag = op->subtype & 2;
60 race_flag = op->subtype & 4;
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 }
168
169 /**
170 * Handles applying a potion.
171 */
172 int
173 apply_potion (object *op, object *tmp)
174 {
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 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, shstr_cmp item)
412 {
413 int count = 0;
414
415 if (!item)
416 return 0;
417
418 for (op = op->below; op; op = op->below)
419 if (op->arch->archname == item)
420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
421 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
422 count += op->number_of ();
423
424 return count;
425 }
426
427 /**
428 * This removes 'nrof' of what item->slaying says to remove.
429 * op is typically the player, which is only
430 * really used to determine what space to look at.
431 * Modified to only eat 'nrof' of objects.
432 */
433 static void
434 eat_item (object *op, shstr_cmp item, uint32 nrof)
435 {
436 object *prev;
437
438 prev = op;
439 op = op->below;
440
441 while (op)
442 {
443 if (op->arch->archname == item)
444 {
445 if (op->nrof >= nrof)
446 {
447 op->decrease (nrof);
448 return;
449 }
450 else
451 {
452 op->decrease (nrof);
453 nrof -= op->nrof;
454 }
455
456 op = prev;
457 }
458
459 prev = op;
460 op = op->below;
461 }
462 }
463
464 /**
465 * This checks to see of the player (who) is sufficient level to use a weapon
466 * with improvs improvements (typically last_eat). We take an int here
467 * instead of the object so that the improvement code can pass along the
468 * increased value to see if the object is usuable.
469 * we return 1 (true) if the player can use the weapon.
470 */
471 static int
472 check_weapon_power (const object *who, int improvs)
473 {
474 /* Old code is below (commented out). Basically, since weapons are the only
475 * object players really have any control to improve, it's a bit harsh to
476 * require high level in some combat skill, so we just use overall level.
477 */
478 #if 1
479 if (((who->level / 5) + 5) >= improvs)
480 return 1;
481 else
482 return 0;
483
484 #else
485 int level = 0;
486
487 /* The skill system hands out wc and dam bonuses to fighters
488 * more generously than the old system (see fix_player). Thus
489 * we need to curtail the power of player enchanted weapons.
490 * I changed this to 1 improvement per "fighter" level/5 -b.t.
491 * Note: Nothing should break by allowing this ratio to be different or
492 * using normal level - it is just a matter of play balance.
493 */
494 if (who->type == PLAYER)
495 {
496 object *wc_obj = NULL;
497
498 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500 level = wc_obj->level;
501
502 if (!level)
503 {
504 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505 level = who->level;
506 }
507 }
508 else
509 level = who->level;
510
511 return (improvs <= ((level / 5) + 5));
512 #endif
513 }
514
515 /**
516 * Returns how many items of type improver->slaying there are under op.
517 * Will display a message if none found, and 1 if improver->slaying is NULL.
518 */
519 static int
520 check_sacrifice (object *op, const object *improver)
521 {
522 int count = 0;
523
524 if (improver->slaying)
525 {
526 count = check_item (op, improver->slaying);
527 if (count < 1)
528 {
529 op->failmsg (format ("The gods want more %ss", &improver->slaying));
530 return 0;
531 }
532 }
533 else
534 count = 1;
535
536 return count;
537 }
538
539 /**
540 * Actually improves the weapon, and tells user.
541 */
542 static int
543 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
544 {
545 stat += sacrifice_count;
546 weapon->last_eat++;
547 improver->decrease ();
548
549 /* So it updates the players stats and the window */
550 op->update_stats ();
551
552 op->statusmsg (format (
553 "Your sacrifice was accepted.\n"
554 "Weapon's bonus to %s improved by %d.",
555 statname, sacrifice_count
556 ));
557
558 return 1;
559 }
560
561 /* Types of improvements, hidden in the sp field. */
562 #define IMPROVE_PREPARE 1
563 #define IMPROVE_DAMAGE 2
564 #define IMPROVE_WEIGHT 3
565 #define IMPROVE_ENCHANT 4
566 #define IMPROVE_STR 5
567 #define IMPROVE_DEX 6
568 #define IMPROVE_CON 7
569 #define IMPROVE_WIS 8
570 #define IMPROVE_CHA 9
571 #define IMPROVE_INT 10
572 #define IMPROVE_POW 11
573
574 /**
575 * This does the prepare weapon scroll.
576 * Checks for sacrifice, and so on.
577 */
578 int
579 prepare_weapon (object *op, object *improver, object *weapon)
580 {
581 int sacrifice_count, i;
582 char buf[MAX_BUF];
583
584 if (weapon->level != 0)
585 {
586 op->failmsg ("Weapon is already prepared!");
587 return 0;
588 }
589
590 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i])
592 break;
593
594 /* If we break out, i will be less than nrofattacks, preventing
595 * improvement of items that already have protections.
596 */
597 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */
601 {
602 op->failmsg ("You cannot prepare magic weapons. "
603 "H<A weapon is considered magical if it changes regeneration, "
604 "speed or ac, or has other protections.>");
605 return 0;
606 }
607
608 sacrifice_count = check_sacrifice (op, improver);
609 if (sacrifice_count <= 0)
610 return 0;
611
612 weapon->level = isqrt (sacrifice_count);
613 eat_item (op, improver->slaying, sacrifice_count);
614
615 op->statusmsg (format (
616 "Your sacrifice was accepted."
617 "Your *%s may be improved %d times.",
618 &weapon->name, weapon->level
619 ));
620
621 sprintf (buf, "%s's %s", &op->name, &weapon->name);
622 weapon->name = weapon->name_pl = buf;
623 weapon->nrof = 0; /* prevents preparing n weapons in the same
624 slot at once! */
625 improver->decrease ();
626 weapon->last_eat = 0;
627 return 1;
628 }
629
630 /**
631 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * This is the new improve weapon code.
633 * Returns 0 if it was not able to work for some reason.
634 *
635 * Checks if weapon was prepared, if enough potions on the floor, ...
636 *
637 * We are hiding extra information about the weapon in the level and
638 * last_eat numbers for an object. Hopefully this won't break anything ??
639 * level == max improve last_eat == current improve
640 */
641 int
642 improve_weapon (object *op, object *improver, object *weapon)
643 {
644 int sacrifice_count, sacrifice_needed = 0;
645
646 if (improver->stats.sp == IMPROVE_PREPARE)
647 return prepare_weapon (op, improver, weapon);
648
649 if (weapon->level == 0)
650 {
651 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
652 return 0;
653 }
654
655 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
656 {
657 op->failmsg ("This weapon cannot be improved any more.");
658 return 0;
659 }
660
661 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
662 {
663 op->failmsg ("Improving the weapon will make it too "
664 "powerful for you to use. Unready it if you "
665 "really want to improve it.");
666 return 0;
667 }
668
669 /* This just increases damage by 5 points, no matter what. No sacrifice
670 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
671 * don't put any maximum value on damage - the limit is how much the
672 * weapon can be improved.
673 */
674 if (improver->stats.sp == IMPROVE_DAMAGE)
675 {
676 weapon->stats.dam += 5;
677 weapon->weight += 5000; /* 5 KG's */
678 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
679 weapon->last_eat++;
680
681 weapon->item_power++;
682 improver->decrease ();
683 return 1;
684 }
685
686 if (improver->stats.sp == IMPROVE_WEIGHT)
687 {
688 /* Reduce weight by 20% */
689 weapon->weight = (weapon->weight * 8) / 10;
690 if (weapon->weight < 1)
691 weapon->weight = 1;
692
693 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
694 weapon->last_eat++;
695 weapon->item_power++;
696 improver->decrease ();
697 return 1;
698 }
699
700 if (improver->stats.sp == IMPROVE_ENCHANT)
701 {
702 weapon->magic++;
703 weapon->last_eat++;
704 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
705 improver->decrease ();
706 weapon->item_power++;
707 return 1;
708 }
709
710 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
711 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
712
713 if (sacrifice_needed < 1)
714 sacrifice_needed = 1;
715 sacrifice_needed *= 2;
716
717 sacrifice_count = check_sacrifice (op, improver);
718 if (sacrifice_count < sacrifice_needed)
719 {
720 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
721 return 0;
722 }
723
724 eat_item (op, improver->slaying, sacrifice_needed);
725 weapon->item_power++;
726
727 switch (improver->stats.sp)
728 {
729 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
730 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
731 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
732 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
733 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
734 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
735 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
736 default:
737 op->failmsg ("Unknown improvement type.");
738 }
739
740 LOG (llevError, "improve_weapon: Got to end of function\n");
741 return 0;
742 }
743
744 /**
745 * Handles the applying of improve/prepare/enchant weapon scroll.
746 * Checks a few things (not on a non-magic square, marked weapon, ...),
747 * then calls improve_weapon to do the dirty work.
748 */
749 int
750 check_improve_weapon (object *op, object *tmp)
751 {
752 object *otmp;
753
754 if (op->type != PLAYER)
755 return 0;
756
757 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
758 {
759 op->failmsg ("Something blocks the magic of the scroll!");
760 return 0;
761 }
762
763 otmp = find_marked_object (op);
764
765 if (!otmp)
766 {
767 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
768 return 0;
769 }
770
771 if (otmp->type != WEAPON && otmp->type != BOW)
772 {
773 op->failmsg ("Marked item is not a weapon or bow!");
774 return 0;
775 }
776
777 op->statusmsg ("Applied weapon builder.");
778
779 improve_weapon (op, tmp, otmp);
780 esrv_send_item (op, otmp);
781 return 1;
782 }
783
784 /**
785 * This code deals with the armour improvment scrolls.
786 * Change limits on improvement - let players go up to
787 * +5 no matter what level, but they are limited by item
788 * power.
789 * Try to use same improvement code as in the common/treasure.c
790 * file, so that if you make a +2 full helm, it will be just
791 * the same as one you find in a shop.
792 *
793 * deprecated comment:
794 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
795 * only 'enchantment' of armour is possible - improving
796 * the stats of a player w/ armour as well as a weapon
797 * will probably horribly unbalance the game. Magic enchanting
798 * depends on the level of the character - ie the plus
799 * value (magic) of the armour can never be increased beyond
800 * the level of the character / 10 -- rounding upish, nor may
801 * the armour value of the piece of equipment exceed either
802 * the users level or 90)
803 * Modified by MSW for partial resistance. Only support
804 * changing of physical area right now.
805 */
806 int
807 improve_armour (object *op, object *improver, object *armour)
808 {
809 object *tmp;
810
811 if (armour->magic >= settings.armor_max_enchant)
812 {
813 op->failmsg ("This armour can not be enchanted any further!");
814 return 0;
815 }
816
817 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
818 * etc), so take the easy way out and don't worry about it.
819 * Note - maybe add scrolls which make the random artifact versions (eg, armour
820 * of gnarg and what not?)
821 */
822 if (armour->title)
823 {
824 op->failmsg ("This armour will not accept further enchantment.");
825 return 0;
826 }
827
828 /* Split objects if needed. Can't insert tmp until the
829 * end of this function - otherwise it will just re-merge.
830 */
831 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
832
833 armour->magic++;
834
835 if (!settings.armor_speed_linear)
836 {
837 int base = 100;
838 int pow = 0;
839
840 while (pow < armour->magic)
841 {
842 base = base - (base * settings.armor_speed_improvement) / 100;
843 pow++;
844 }
845
846 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
847 }
848 else
849 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
850
851 if (!settings.armor_weight_linear)
852 {
853 int base = 100;
854 int pow = 0;
855
856 while (pow < armour->magic)
857 {
858 base = base - (base * settings.armor_weight_reduction) / 100;
859 pow++;
860 }
861
862 armour->weight = (armour->arch->weight * base) / 100;
863 }
864 else
865 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
866
867 if (armour->weight <= 0)
868 {
869 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
870 armour->weight = 1;
871 }
872
873 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
874
875 if (op->type == PLAYER)
876 {
877 esrv_send_item (op, armour);
878
879 if (QUERY_FLAG (armour, FLAG_APPLIED))
880 op->update_stats ();
881 }
882
883 improver->decrease ();
884
885 if (tmp)
886 op->insert (tmp);
887
888 return 1;
889 }
890
891 /*
892 * convert_item() returns 1 if anything was converted, 0 if the item was not
893 * what the converter wants, -1 if the converter is broken.
894 *
895 * Takes one type of items and makes another.
896 * converter is the object that is doing the conversion.
897 * item is the object that triggered the converter - if it is not
898 * what the converter wants, this will not do anything.
899 */
900 static int
901 convert_item (object *item, object *converter)
902 {
903 sint64 nr, price_in;
904
905 if (item->flag [FLAG_UNPAID])
906 return 0;
907
908 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp;
912
913 /* We make some assumptions - we assume if it takes money as it type,
914 * it wants some amount. We don't make change (ie, if something costs
915 * 3 gp and player drops a platinum, tough luck)
916 */
917 if (conv_from == shstr_money)
918 {
919 if (item->type != MONEY)
920 return 0;
921
922 nr = sint64 (item->nrof) * item->value / need;
923 if (!nr)
924 return 0;
925
926 converter->play_sound (sound_find ("shop_buy"));
927
928 sint64 cost = (nr * need + item->value - 1) / item->value;
929
930 item->decrease (cost);
931
932 price_in = cost * item->value;
933 }
934 else
935 {
936 if (item->type == PLAYER
937 || conv_from != item->arch->archname
938 || (need && need > (uint16) item->nrof))
939 return 0;
940
941 converter->play_sound (sound_find ("convert_item"));
942
943 if (need)
944 {
945 nr = sint64 (item->nrof) / need;
946 item->decrease (nr * need);
947 price_in = nr * need * item->value;
948 }
949 else
950 {
951 price_in = item->value;
952 item->destroy ();
953 }
954 }
955
956 if (converter->inv)
957 {
958 object *ob;
959 int i;
960 object *ob_to_copy;
961
962 /* select random object from inventory to copy */
963 ob_to_copy = converter->inv;
964 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
965 if (rndm (0, i) == 0)
966 ob_to_copy = ob;
967
968 item = ob_to_copy->deep_clone ();
969 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
970 unflag_inv (item, FLAG_IS_A_TEMPLATE);
971 }
972 else
973 {
974 if (!conv_to)
975 {
976 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
977 &converter->name, &converter->map->path, converter->x, converter->y);
978 return -1;
979 }
980
981 item = object_create_arch (conv_to);
982 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
983 }
984
985 if (give)
986 item->nrof = give;
987
988 if (nr)
989 item->nrof *= nr;
990
991 if (converter->flag [FLAG_PRECIOUS])
992 SET_FLAG (item, FLAG_UNPAID);
993
994 if (is_in_shop (converter))
995 {
996 // converters on shop floors don't work anymore, bug lets check for it
997 // and report in case someone still does it.
998 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999 converter->debug_desc ());
1000 SET_FLAG (item, FLAG_UNPAID);
1001 }
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, originator);
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->is_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 if (i >= 0)
1173 tmp->move (i);
1174 }
1175 }
1176
1177 /* Don't teleport things like spell effects */
1178 if (QUERY_FLAG (op, FLAG_NO_PICK))
1179 return 0;
1180
1181 /* unpaid objects, or non living objects, can't transfer by
1182 * shop mats. Instead, put it on a nearby space.
1183 */
1184 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1187 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1188
1189 if (i != -1)
1190 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1191
1192 return 0;
1193 }
1194
1195 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine.
1197 */
1198 rv = teleport (shop_mat, SHOP_MAT, op);
1199 }
1200 else if (can_pay (op) && get_payment (op))
1201 {
1202 /* this is only used for players */
1203 rv = teleport (shop_mat, SHOP_MAT, op);
1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1212 if (shop_mat->msg)
1213 op->statusmsg (shop_mat->msg);
1214 /* This check below is a bit simplistic - generally it should be correct,
1215 * but there is never a guarantee that the bottom space on the map is
1216 * actually the shop floor.
1217 */
1218 else if (!rv && !is_in_shop (op))
1219 {
1220 opinion = shopkeeper_approval (op->map, op);
1221
1222 op->statusmsg (
1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1226 : "The shopkeeper glares at you with contempt."
1227 );
1228 }
1229 }
1230 else
1231 {
1232 /* if we get here, a player tried to leave a shop but was not able
1233 * to afford the items he has. We try to move the player so that
1234 * they are not on the mat anymore
1235 */
1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1237
1238 if (i == -1)
1239 LOG (llevError, "Internal shop-mat problem.\n");
1240 else
1241 {
1242 op->remove ();
1243 op->x += freearr_x[i];
1244 op->y += freearr_y[i];
1245 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1246 }
1247 }
1248
1249 CLEAR_FLAG (op, FLAG_NO_APPLY);
1250 return rv;
1251 }
1252
1253 /**
1254 * Handles applying a sign.
1255 */
1256 static void
1257 apply_sign (object *op, object *sign, int autoapply)
1258 {
1259 if (!op->is_player())
1260 return;
1261
1262 if (sign->has_dialogue ())
1263 {
1264 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1265 return;
1266 }
1267
1268 if (!sign->msg)
1269 {
1270 op->contr->infobox (MSG_CHANNEL ("examine"),
1271 format ("T<%s>\n\n Nothing %sis written on it.",
1272 &sign->name,
1273 sign->name == sign->arch->name ? "" : "else "));
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->failmsg ("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 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1311 }
1312 }
1313
1314 static void
1315 move_apply_hole (object *trap, object *victim)
1316 {
1317 /* Hole not open? */
1318 if (trap->stats.wc > 0)
1319 return;
1320
1321 /* Is this a multipart monster and not the head? If so, return.
1322 * Processing will happen if the head runs into the pit
1323 */
1324 if (victim->head)
1325 return;
1326
1327 // now find all possible locations and randomly pick one
1328 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1329 trap->range >= 3 ? SIZEOFFREE3 + 1
1330 : trap->range >= 2 ? SIZEOFFREE2 + 1
1331 : trap->range >= 1 ? SIZEOFFREE1 + 1
1332 : SIZEOFFREE0 + 1);
1333
1334 if (dir < 0)
1335 return;
1336
1337 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1338 victim->statusmsg ("You fall through the hole!", NDI_RED);
1339
1340 transfer_ob (victim,
1341 EXIT_X (trap) + freearr_x[dir],
1342 EXIT_Y (trap) + freearr_y[dir],
1343 0, victim);
1344 }
1345
1346 /**
1347 * 'victim' moves onto 'trap'
1348 * 'victim' leaves 'trap'
1349 * effect is determined by move_on/move_off of trap and move_type of victime.
1350 *
1351 * originator: Player, monster or other object that caused 'victim' to move
1352 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1353 * However, some types of traps require an originator to function.
1354 */
1355 void
1356 move_apply (object *trap, object *victim, object *originator)
1357 {
1358 static int recursion_depth = 0;
1359
1360 /* Only exits affect DMs. */
1361 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1362 return;
1363
1364 /* move_apply() is the most likely candidate for causing unwanted and
1365 * possibly unlimited recursion.
1366 */
1367 /* The following was changed because it was causing perfeclty correct
1368 * maps to fail. 1) it's not an error to recurse:
1369 * rune detonates, summoning monster. monster lands on nearby rune.
1370 * nearby rune detonates. This sort of recursion is expected and
1371 * proper. This code was causing needless crashes.
1372 */
1373 if (recursion_depth >= 500)
1374 {
1375 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1376 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1377 return;
1378 }
1379
1380 recursion_depth++;
1381 if (trap->head)
1382 trap = trap->head;
1383
1384 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1385 goto leave;
1386
1387 switch (trap->type)
1388 {
1389 case PLAYERMOVER:
1390 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1391 {
1392 if (!trap->stats.maxsp)
1393 trap->stats.maxsp = 2;
1394
1395 /* Is this correct? From the docs, it doesn't look like it
1396 * should be divided by trap->speed
1397 */
1398 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1399
1400 /* Just put in some sanity check. I think there is a bug in the
1401 * above with some objects have zero speed, and thus the player
1402 * getting permanently paralyzed.
1403 */
1404 if (victim->speed_left < -50.f)
1405 victim->speed_left = -50.f;
1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407 }
1408 goto leave;
1409
1410 case SPINNER:
1411 if (victim->direction)
1412 {
1413 victim->direction = absdir (victim->direction - trap->stats.sp);
1414 update_turn_face (victim);
1415 }
1416 goto leave;
1417
1418 case DIRECTOR:
1419 if (victim->direction && !should_director_abort (trap, victim))
1420 {
1421 victim->direction = trap->stats.sp;
1422 update_turn_face (victim);
1423 }
1424 goto leave;
1425
1426 case BUTTON:
1427 case PEDESTAL:
1428 update_button (trap, originator);
1429 goto leave;
1430
1431 case ALTAR:
1432 /* sacrifice victim on trap */
1433 apply_altar (trap, victim, originator);
1434 goto leave;
1435
1436 case THROWN_OBJ:
1437 if (trap->inv == NULL)
1438 goto leave;
1439 /* fallthrough */
1440
1441 case ARROW:
1442 /* bad bug: monster throw a object, make a step forwards, step on object ,
1443 * trigger this here and get hit by own missile - and will be own enemy.
1444 * Victim then is his own enemy and will start to kill herself (this is
1445 * removed) but we have not synced victim and his missile. To avoid senseless
1446 * action, we avoid hits here
1447 */
1448 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449 hit_with_arrow (trap, victim);
1450 goto leave;
1451
1452 case SPELL_EFFECT:
1453 apply_spell_effect (trap, victim);
1454 goto leave;
1455
1456 case TRAPDOOR:
1457 {
1458 int max, sound_was_played;
1459 object *ab, *ab_next;
1460
1461 if (!trap->value)
1462 {
1463 int tot;
1464
1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 tot += ab->head_ ()->total_weight ();
1468
1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470 goto leave;
1471
1472 SET_ANIMATION (trap, trap->value);
1473 update_object (trap, UP_OBJ_FACE);
1474 }
1475
1476 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1477 {
1478 /* need to set this up, since if we do transfer the object,
1479 * ab->above would be bogus
1480 */
1481 ab_next = ab->above;
1482
1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1484 {
1485 if (!sound_was_played)
1486 {
1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 sound_was_played = 1;
1489 }
1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 }
1494 }
1495 goto leave;
1496 }
1497
1498 case CONVERTER:
1499 if (convert_item (victim, trap) < 0)
1500 {
1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 }
1504
1505 goto leave;
1506
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 check_trigger (trap, victim);
1511 goto leave;
1512
1513 case DEEP_SWAMP:
1514 walk_on_deep_swamp (trap, victim);
1515 goto leave;
1516
1517 case CHECK_INV:
1518 check_inv (victim, trap);
1519 goto leave;
1520
1521 case HOLE:
1522 move_apply_hole (trap, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER:
1540 /* may be some leftovers on this */
1541 goto leave;
1542
1543 case SHOP_MAT:
1544 apply_shop_mat (trap, victim);
1545 goto leave;
1546
1547 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator);
1550 goto leave;
1551
1552 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */
1555
1556 apply_sign (victim, trap, 1);
1557 goto leave;
1558
1559 case CONTAINER:
1560 apply_container (victim, trap);
1561 goto leave;
1562
1563 case RUNE:
1564 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim);
1567 goto leave;
1568
1569 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave;
1573 }
1574
1575 leave:
1576 recursion_depth--;
1577 }
1578
1579 /**
1580 * Handles reading a regular (ie not containing a spell) book.
1581 */
1582 static void
1583 apply_book (object *op, object *tmp)
1584 {
1585 int lev_diff;
1586 object *skill_ob;
1587
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 {
1590 op->failmsg ("You are unable to read while blind!");
1591 return;
1592 }
1593
1594 if (!tmp->msg)
1595 {
1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1597 return;
1598 }
1599
1600 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob)
1603 {
1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1605 return;
1606 }
1607
1608 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 {
1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension.");
1617 return;
1618 }
1619
1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625
1626 /* gain xp from reading */
1627 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1628 { /* only if not read before */
1629 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1630
1631 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1632 {
1633 /*exp_gain *= 2; because they just identified it too */
1634 SET_FLAG (tmp, FLAG_IDENTIFIED);
1635
1636 if (object *pl = tmp->visible_to ())
1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1638 }
1639
1640 change_exp (op, exp_gain, skill_ob->skill, 0);
1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1642 }
1643 }
1644
1645 /**
1646 * Handles the applying of a skill scroll, calling learn_skill straight.
1647 * op is the person learning the skill, tmp is the skill scroll object
1648 */
1649 static void
1650 apply_skillscroll (object *op, object *tmp)
1651 {
1652 switch (learn_skill (op, tmp))
1653 {
1654 case 0:
1655 op->play_sound (sound_find ("generic_fail"));
1656 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1657 break;
1658
1659 case 1:
1660 tmp->decrease ();
1661 op->play_sound (sound_find ("skill_learn"));
1662 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1663 break;
1664
1665 default:
1666 tmp->decrease ();
1667 op->play_sound (sound_find ("generic_fail"));
1668 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1669 break;
1670 }
1671 }
1672
1673 /**
1674 * Actually makes op learn spell.
1675 * Informs player of what happens.
1676 */
1677 void
1678 do_learn_spell (object *op, object *spell, int special_prayer)
1679 {
1680 object *tmp;
1681
1682 if (op->type != PLAYER)
1683 {
1684 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1685 return;
1686 }
1687
1688 /* Upgrade special prayers to normal prayers */
1689 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1690 {
1691 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1692 {
1693 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1694 return;
1695 }
1696 return;
1697 }
1698
1699 op->contr->play_sound (sound_find ("learn_spell"));
1700
1701 tmp = spell->clone ();
1702 insert_ob_in_ob (tmp, op);
1703
1704 if (special_prayer)
1705 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706
1707 esrv_add_spells (op->contr, tmp);
1708 }
1709
1710 /**
1711 * Erases spell from player's inventory.
1712 */
1713 void
1714 do_forget_spell (object *op, const char *spell)
1715 {
1716 object *spob;
1717
1718 if (op->type != PLAYER)
1719 {
1720 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1721 return;
1722 }
1723 if ((spob = check_spell_known (op, spell)) == NULL)
1724 {
1725 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1726 return;
1727 }
1728
1729 op->failmsg (format ("You lose knowledge of %s.", spell));
1730 player_unready_range_ob (op->contr, spob);
1731 esrv_remove_spell (op->contr, spob);
1732 spob->destroy ();
1733 }
1734
1735 /**
1736 * Handles player applying a spellbook.
1737 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1738 * stuff like that. Random learning failure too.
1739 */
1740 static void
1741 apply_spellbook (object *op, object *tmp)
1742 {
1743 object *skop, *spell, *spell_skill;
1744
1745 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1746 {
1747 op->failmsg ("You are unable to read while blind.");
1748 return;
1749 }
1750
1751 /* artifact_spellbooks have 'slaying' field point to a spell name,
1752 * instead of having their spell stored in stats.sp. These are
1753 * legacy spellbooks
1754 */
1755 if (tmp->slaying)
1756 {
1757 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1758 if (!spell)
1759 {
1760 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1761 return;
1762 }
1763 else
1764 insert_ob_in_ob (spell, tmp);
1765
1766 tmp->slaying = 0;
1767 }
1768
1769 skop = find_skill_by_name (op, tmp->skill);
1770
1771 /* need a literacy skill to learn spells. Also, having a literacy level
1772 * lower than the spell will make learning the spell more difficult */
1773 if (!skop)
1774 {
1775 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1776 return;
1777 }
1778
1779 spell = tmp->inv;
1780
1781 if (!spell)
1782 {
1783 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1784 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1785 return;
1786 }
1787
1788 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1789 {
1790 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1791 return;
1792 }
1793
1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1795
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 identify (tmp);
1798
1799 /* I removed the check for special_prayer_mark here - it didn't make
1800 * a lot of sense - special prayers are not found in spellbooks, and
1801 * if the player doesn't know the spell, doesn't make a lot of sense that
1802 * they would have a special prayer mark.
1803 */
1804 if (check_spell_known (op, spell->name))
1805 {
1806 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1807 return;
1808 }
1809
1810 if (spell->skill)
1811 {
1812 spell_skill = find_skill_by_name (op, spell->skill);
1813
1814 if (!spell_skill)
1815 {
1816 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1817 return;
1818 }
1819
1820 if (spell_skill->level < spell->level)
1821 {
1822 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1823 return;
1824 }
1825 }
1826
1827 /* Logic as follows
1828 *
1829 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1830 *
1831 * 2- The learner's skill level in literacy adjusts the chance to learn
1832 * a spell.
1833 *
1834 * 3 -Automatically fail to learn if you read while confused
1835 *
1836 * Overall, chances are the same but a player will find having a high
1837 * literacy rate very useful! -b.t.
1838 */
1839 if (QUERY_FLAG (op, FLAG_CONFUSED))
1840 {
1841 op->failmsg ("In your confused state you flub the wording of the text!");
1842 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1843 }
1844 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1845 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1846 {
1847 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1848 do_learn_spell (op, spell, 0);
1849
1850 /* xp gain to literacy for spell learning */
1851 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1852 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1853 }
1854 else
1855 {
1856 op->contr->play_sound (sound_find ("fumble_spell"));
1857 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1858 }
1859
1860 tmp->decrease ();
1861 }
1862
1863 /**
1864 * Handles applying a spell scroll.
1865 */
1866 void
1867 apply_scroll (object *op, object *tmp, int dir)
1868 {
1869 object *skop;
1870
1871 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1872 {
1873 op->failmsg ("You are unable to read while blind.");
1874 return;
1875 }
1876
1877 if (!tmp->inv || tmp->inv->type != SPELL)
1878 {
1879 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1880 return;
1881 }
1882
1883 if (op->type == PLAYER)
1884 {
1885 /* players need a literacy skill to read stuff! */
1886 int exp_gain = 0;
1887
1888 /* hard code literacy - tmp->skill points to where the exp
1889 * should go for anything killed by the spell.
1890 */
1891 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1892
1893 if (!skop)
1894 {
1895 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1896 return;
1897 }
1898
1899 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1900 change_exp (op, exp_gain, skop->skill, 0);
1901 }
1902
1903 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1904 identify (tmp);
1905
1906 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1907
1908 cast_spell (op, tmp, dir, tmp->inv, NULL);
1909 tmp->decrease ();
1910 }
1911
1912 /**
1913 * Applies a treasure object - by default, chest. op
1914 * is the person doing the applying, tmp is the treasure
1915 * chest.
1916 */
1917 static void
1918 apply_treasure (object *op, object *tmp)
1919 {
1920 /* Nice side effect of this treasure creation method is that the treasure
1921 * for the chest is done when the chest is created, and put into the chest
1922 * inventory. So that when the chest burns up, the items still exist. Also
1923 * prevents people from moving chests to more difficult maps to get better
1924 * treasure
1925 */
1926 object *treas = tmp->inv;
1927
1928 if (!treas)
1929 {
1930 op->statusmsg ("The chest was empty.");
1931 tmp->decrease ();
1932 return;
1933 }
1934
1935 while (tmp->inv)
1936 {
1937 treas = tmp->inv;
1938 treas->remove ();
1939
1940 treas->x = op->x;
1941 treas->y = op->y;
1942 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1943
1944 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1945 spring_trap (treas, op);
1946
1947 /* If either player or container was destroyed, no need to do
1948 * further processing. I think this should be enclused with
1949 * spring trap above, as I don't think there is otherwise
1950 * any way for the treasure chest or player to get killed.
1951 */
1952 if (op->destroyed () || tmp->destroyed ())
1953 break;
1954 }
1955
1956 if (!tmp->destroyed () && !tmp->inv)
1957 tmp->decrease (true);
1958 }
1959
1960 /**
1961 * op eats food.
1962 * If player, takes care of messages and dragon special food.
1963 */
1964 static void
1965 apply_food (object *op, object *tmp)
1966 {
1967 int capacity_remaining;
1968
1969 if (op->type != PLAYER)
1970 op->stats.hp = op->stats.maxhp;
1971 else
1972 {
1973 /* check if this is a dragon (player), eating some flesh */
1974 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1975 ;
1976 else
1977 {
1978 /* usual case - no dragon meal: */
1979 if (op->stats.food + tmp->stats.food > 999)
1980 {
1981 if (tmp->type == FOOD || tmp->type == FLESH)
1982 op->failmsg ("You feel full, but what a waste of food!");
1983 else
1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
1994
1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1996 {
1997 const char *buf;
1998
1999 if (!is_dragon_pl (op))
2000 {
2001 /* eating message for normal players */
2002 if (tmp->type == DRINK)
2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2004 else
2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2006 }
2007 else
2008 /* eating message for dragon players */
2009 buf = format ("The %s tasted terrible!", &tmp->name);
2010
2011 op->statusmsg (buf);
2012
2013 capacity_remaining = 999 - op->stats.food;
2014 op->stats.food += tmp->stats.food;
2015 if (capacity_remaining < tmp->stats.food)
2016 op->stats.hp += capacity_remaining / 50;
2017 else
2018 op->stats.hp += tmp->stats.food / 50;
2019
2020 if (op->stats.hp > op->stats.maxhp)
2021 op->stats.hp = op->stats.maxhp;
2022 if (op->stats.food > 999)
2023 op->stats.food = 999;
2024 }
2025
2026 /* special food hack -b.t. */
2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2028 eat_special_food (op, tmp);
2029 }
2030 }
2031
2032 handle_apply_yield (tmp);
2033 tmp->decrease ();
2034 }
2035
2036 /**
2037 * A dragon is eating some flesh. If the flesh contains resistances,
2038 * there is a chance for the dragon's skin to get improved.
2039 *
2040 * attributes:
2041 * object *op the object (dragon player) eating the flesh
2042 * object *meal the flesh item, getting chewed in dragon's mouth
2043 * return:
2044 * int 1 if eating successful, 0 if it doesn't work
2045 */
2046 int
2047 dragon_eat_flesh (object *op, object *meal)
2048 {
2049 object *skin = NULL; /* pointer to dragon skin force */
2050 object *abil = NULL; /* pointer to dragon ability force */
2051 object *tmp = NULL; /* tmp. object */
2052
2053 double chance; /* improvement-chance of one resistance type */
2054 double totalchance = 1; /* total chance of gaining one resistance */
2055 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2056 double mbonus = 0; /* monster bonus */
2057 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2058 int winners = 0; /* number of winners */
2059 int i; /* index */
2060
2061 /* let's make sure and doublecheck the parameters */
2062 if (meal->type != FLESH || !is_dragon_pl (op))
2063 return 0;
2064
2065 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2066 from the player's inventory */
2067 for (tmp = op->inv; tmp; tmp = tmp->below)
2068 if (tmp->type == FORCE)
2069 if (tmp->arch->archname == shstr_dragon_skin_force)
2070 skin = tmp;
2071 else if (tmp->arch->archname == shstr_dragon_ability_force)
2072 abil = tmp;
2073
2074 /* if either skin or ability are missing, this is an old player
2075 which is not to be considered a dragon -> bail out */
2076 if (skin == NULL || abil == NULL)
2077 return 0;
2078
2079 /* now start by filling stomache and health, according to food-value */
2080 if ((999 - op->stats.food) < meal->stats.food)
2081 op->stats.hp += (999 - op->stats.food) / 50;
2082 else
2083 op->stats.hp += meal->stats.food / 50;
2084
2085 if (op->stats.hp > op->stats.maxhp)
2086 op->stats.hp = op->stats.maxhp;
2087
2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2089
2090 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2091
2092 /* on to the interesting part: chances for adding resistance */
2093 for (i = 0; i < NROFATTACKS; i++)
2094 {
2095 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2096 {
2097 /* got positive resistance, now calculate improvement chance (0-100) */
2098
2099 /* this bonus makes resistance increase easier at lower levels */
2100 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2101 if (i == abil->stats.exp)
2102 bonus += 5; /* additional bonus for resistance of ability-focus */
2103
2104 /* monster bonus increases with level, because high-level
2105 flesh is too rare */
2106 mbonus = op->level * 20. / ((double) settings.max_level);
2107
2108 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2109 ((double) settings.max_level)) - skin->resist[i];
2110
2111 if (chance >= 0.)
2112 chance += 1.;
2113 else
2114 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2115
2116 /* chance is proportional to amount of resistance (max. 50) */
2117 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2118
2119 /* doubled chance for resistance of ability-focus */
2120 if (i == abil->stats.exp)
2121 chance = MIN (100., chance * 2.);
2122
2123 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2124 if (rndm (10000) < (unsigned int) (chance * 100))
2125 {
2126 atnr_winner[winners] = i;
2127 winners++;
2128 }
2129
2130 if (chance >= 0.01)
2131 totalchance *= 1 - chance / 100;
2132
2133 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2134 }
2135 }
2136
2137 /* inverse totalchance as until now we have the failure-chance */
2138 totalchance = 100 - totalchance * 100;
2139
2140 /* print message according to totalchance */
2141 const char *buf;
2142 if (totalchance > 50.)
2143 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2144 else if (totalchance > 10.)
2145 buf = format ("The %s tasted very good.", &meal->name);
2146 else if (totalchance > 1.)
2147 buf = format ("The %s tasted good.", &meal->name);
2148 else if (totalchance > 0.1)
2149 buf = format ("The %s tasted bland.", &meal->name);
2150 else if (totalchance >= 0.01)
2151 buf = format ("The %s had a boring taste.", &meal->name);
2152 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2153 buf = format ("The %s tasted strange.", &meal->name);
2154 else
2155 buf = format ("The %s had no taste.", &meal->name);
2156
2157 op->statusmsg (buf);
2158
2159 /* now choose a winner if we have any */
2160 i = -1;
2161 if (winners > 0)
2162 i = atnr_winner [rndm (winners)];
2163
2164 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2165 {
2166 /* resistance increased! */
2167 skin->resist[i]++;
2168 op->update_stats ();
2169
2170 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2171 }
2172
2173 /* if this flesh contains a new ability focus, we mark it
2174 into the ability_force and it will take effect on next level */
2175 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2176 {
2177 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2178
2179 if (meal->last_eat != abil->stats.exp)
2180 op->statusmsg (format (
2181 "Your metabolism prepares to focus on %s!\n"
2182 "The change will happen at level %d.",
2183 change_resist_msg[meal->last_eat],
2184 abil->level + 1
2185 ));
2186 else
2187 {
2188 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2189 abil->last_eat = 0;
2190 }
2191 }
2192
2193 return 1;
2194 }
2195
2196 /**
2197 * Handles applying an improve armor scroll.
2198 * Does some sanity checks, then calls improve_armour.
2199 */
2200 static void
2201 apply_armour_improver (object *op, object *tmp)
2202 {
2203 object *armor;
2204
2205 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2206 {
2207 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2208 return;
2209 }
2210
2211 armor = find_marked_object (op);
2212
2213 if (!armor)
2214 {
2215 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2216 return;
2217 }
2218
2219 if (armor->type != ARMOUR
2220 && armor->type != CLOAK
2221 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2222 {
2223 op->failmsg ("Your marked item is not armour!\n");
2224 return;
2225 }
2226
2227 op->statusmsg ("Applying armour enchantment.");
2228 improve_armour (op, tmp, armor);
2229 }
2230
2231 void
2232 apply_poison (object *op, object *tmp)
2233 {
2234 // need to do it now when it is still on the map
2235 handle_apply_yield (tmp);
2236
2237 object *poison = tmp->split (1);
2238
2239 if (op->type == PLAYER)
2240 {
2241 op->contr->play_sound (sound_find ("drink_poison"));
2242 op->failmsg ("Yech! That tasted poisonous!");
2243 op->contr->killer = poison;
2244 }
2245
2246 if (poison->stats.hp > 0)
2247 {
2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 }
2251
2252 op->stats.food -= op->stats.food / 4;
2253 poison->destroy ();
2254 }
2255
2256 /**
2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2258 * A valid 2 way exit means:
2259 * -You can come back (there is another exit at the other side)
2260 * -You are
2261 * ° the owner of the exit
2262 * ° or in the same party as the owner
2263 *
2264 * Note: a owner in a 2 way exit is saved as the owner's name
2265 * in the field exit->name cause the field exit->owner doesn't
2266 * survive in the swapping (in fact the whole exit doesn't survive).
2267 */
2268 int
2269 is_legal_2ways_exit (object *op, object *exit)
2270 {
2271 if (exit->stats.exp != 1)
2272 return 1; /*This is not a 2 way, so it is legal */
2273
2274 #if 0 //TODO
2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2276 return 0; /* This is a reset town portal */
2277 #endif
2278
2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280
2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2282
2283 if (exitmap)
2284 {
2285 exitmap->load_sync ();
2286
2287 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2288
2289 if (!tmp)
2290 return 0;
2291
2292 for (; tmp; tmp = tmp->above)
2293 {
2294 if (tmp->type != EXIT)
2295 continue; /*Not an exit */
2296
2297 if (!EXIT_PATH (tmp))
2298 continue; /*Not a valid exit */
2299
2300 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2301 continue; /*Not in the same place */
2302
2303 if (exit->map->path != EXIT_PATH (tmp))
2304 continue; /*Not in the same map */
2305
2306 /* From here we have found the exit is valid. However we do
2307 * here the check of the exit owner. It is important for the
2308 * town portals to prevent strangers from visiting your appartments
2309 */
2310 if (!exit->race)
2311 return 1; /*No owner, free for all! */
2312
2313 object *exit_owner = 0;
2314
2315 for_all_players (pp)
2316 {
2317 if (!pp->ob)
2318 continue;
2319
2320 if (pp->ob->name != exit->race)
2321 continue;
2322
2323 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2324 break;
2325 }
2326
2327 if (!exit_owner)
2328 return 0; /* No more owner */
2329
2330 if (exit_owner->contr == op->contr)
2331 return 1; /*It is your exit */
2332
2333 if (exit_owner && /*There is a owner */
2334 (op->contr) && /*A player tries to pass */
2335 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2336 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2337 return 0;
2338
2339 return 1;
2340 }
2341 }
2342
2343 return 0;
2344 }
2345
2346 /**
2347 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement.
2350 *
2351 * who - the player
2352 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found
2354 */
2355 object *auto_apply_lighter (object *who, object *op, object *lighter)
2356 {
2357 if (lighter == 0)
2358 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 {
2361 if (tmp->type == LIGHTER)
2362 {
2363 lighter = tmp;
2364 break;
2365 }
2366 }
2367
2368 if (!lighter)
2369 {
2370 who->failmsg (format (
2371 "You can't light up the %s with your bare hands! "
2372 "H<You need a lighter in your inventory, for example a flint and steel.>",
2373 &op->name));
2374 return 0;
2375 }
2376 }
2377
2378 // last_eat == 0 means the lighter is not being used up!
2379 if (lighter->last_eat && lighter->stats.food)
2380 {
2381 /* lighter gets used up */
2382 lighter = lighter->split ();
2383 lighter->stats.food--;
2384 who->insert (lighter);
2385 }
2386 else if (lighter->last_eat)
2387 {
2388 /* no charges left in lighter */
2389 who->failmsg (format (
2390 "You attempt to light the %s with a used up %s.",
2391 &op->name, &lighter->name));
2392 return 0;
2393 }
2394
2395 return lighter;
2396 }
2397
2398 /**
2399 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t.
2402 */
2403 void
2404 apply_lighter (object *who, object *lighter)
2405 {
2406 object *item;
2407 int is_player_env = 0;
2408
2409 item = find_marked_object (who);
2410 if (item)
2411 {
2412 if (!auto_apply_lighter (who, 0, lighter))
2413 return;
2414
2415 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple
2417 * objects at once.
2418 */
2419
2420 save_throw_object (item, AT_FIRE, who);
2421
2422 if (item->destroyed ()
2423 || ((item->type == LAMP || item->type == TORCH)
2424 && item->glow_radius > 0))
2425 who->statusmsg (format (
2426 "You light the %s with the %s.",
2427 &item->name, &lighter->name));
2428 else
2429 who->failmsg (format (
2430 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name));
2432 }
2433 else
2434 who->failmsg ("You need to mark a lightable object.");
2435 }
2436
2437 /**
2438 * Apply for players and lamps
2439 *
2440 * who - the player
2441 * op - the lamp
2442 */
2443 void player_apply_lamp (object *who, object *op)
2444 {
2445 bool switch_on = op->glow_radius ? false : true;
2446
2447 if (switch_on)
2448 {
2449 object *lighter = 0;
2450
2451 if (op->flag [FLAG_IS_LIGHTABLE]
2452 && !(lighter = auto_apply_lighter (who, op, 0)))
2453 return;
2454
2455 if (op->stats.food < 1)
2456 {
2457 if (op->type == LAMP)
2458 who->failmsg (format (
2459 "The %s is out of fuel! "
2460 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461 &op->name));
2462 else
2463 who->failmsg (format (
2464 "The %s is burnt out! "
2465 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name));
2467 return;
2468 }
2469
2470 if (lighter)
2471 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else
2474 who->statusmsg (format ("You light up the %s.", &op->name));
2475 }
2476 else
2477 {
2478 if (op->type == TORCH)
2479 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 {
2482 who->statusmsg (format (
2483 "You put out the %s. "
2484 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485 &op->name, &op->name));
2486 }
2487 else
2488 who->statusmsg (format (
2489 "You put out the %s."
2490 "H<Torches wear out if you put them out.>",
2491 &op->name));
2492 }
2493 else
2494 who->statusmsg (format ("You turn off the %s.", &op->name));
2495 }
2496
2497 apply_lamp (op, switch_on);
2498 }
2499
2500 void lamp_get_animation_from_arch (object *op, arch_ptr a)
2501 {
2502 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed;
2506 op->last_anim = 0;
2507 op->state = 0;
2508 op->face = a->face;
2509
2510 if (NUM_ANIMATIONS(op) > 1)
2511 {
2512 SET_ANIMATION(op, 0);
2513 animate_object (op, op->direction);
2514 }
2515 else
2516 update_object (op, UP_OBJ_FACE);
2517 }
2518
2519 /**
2520 * Apply for LAMPs and TORCHes.
2521 *
2522 * op - the lamp
2523 * switch_on - a flag which says whether the lamp should be switched on or off
2524 */
2525 void apply_lamp (object *op, bool switch_on)
2526 {
2527 op->set_glow_radius (switch_on ? op->range : 0);
2528 op->set_speed (switch_on ? op->arch->speed : 0);
2529
2530 // torches wear out if you put them out
2531 if (op->type == TORCH && !switch_on)
2532 {
2533 if (op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 op->stats.food -= (double) op->arch->stats.food / 15;
2536 if (op->stats.food < 0)
2537 op->stats.food = 0;
2538 }
2539 else
2540 op->stats.food = 0;
2541 }
2542
2543 // lamps and torched get worthless when used up
2544 if (op->stats.food <= 0)
2545 op->value = 0;
2546
2547 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/
2549 if (op->other_arch)
2550 lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551
2552 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2554 }
2555
2556 /**
2557 * Main apply handler.
2558 *
2559 * Checks for unpaid items before applying.
2560 *
2561 * Return value:
2562 * 0: player or monster can't apply objects of that type
2563 * 1: has been applied, or there was an error applying the object
2564 * 2: objects of that type can't be applied if not in inventory
2565 *
2566 * who is the object that is causing object to be applied, op is the object
2567 * being applied.
2568 *
2569 * aflag is special (always apply/unapply) flags. Nothing is done with
2570 * them in this function - they are passed to apply_special
2571 */
2572 int
2573 manual_apply (object *who, object *op, int aflag)
2574 {
2575 op = op->head_ ();
2576
2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2578 {
2579 if (who->type == PLAYER)
2580 {
2581 who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2582 return 1;
2583 }
2584 else
2585 return 0; /* monsters just skip unpaid items */
2586 }
2587
2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2589 return RESULT_INT (0);
2590
2591 switch (op->type)
2592 {
2593 case CF_HANDLE:
2594 who->play_sound (sound_find ("turn_handle"));
2595 who->statusmsg ("You turn the handle.");
2596 op->value = op->value ? 0 : 1;
2597 SET_ANIMATION (op, op->value);
2598 update_object (op, UP_OBJ_FACE);
2599 push_button (op, who);
2600 return 1;
2601
2602 case TRIGGER:
2603 if (check_trigger (op, who))
2604 {
2605 who->statusmsg ("You turn the handle.");
2606 who->play_sound (sound_find ("turn_handle"));
2607 }
2608 else
2609 who->failmsg ("The handle doesn't move.");
2610
2611 return 1;
2612
2613 case EXIT:
2614 if (who->type != PLAYER)
2615 return 0;
2616
2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2618 who->failmsg (format ("The %s is closed.", query_name (op)));
2619 else
2620 {
2621 /* Don't display messages for random maps. */
2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2623 who->statusmsg (op->msg, NDI_NAVY);
2624
2625 who->enter_exit (op);
2626 }
2627
2628 return 1;
2629
2630 case INSCRIBABLE:
2631 who->statusmsg (op->msg);
2632 // maybe show a spell menu to chose from or something like that
2633 return 1;
2634
2635 case SIGN:
2636 apply_sign (who, op, 0);
2637 return 1;
2638
2639 case BOOK:
2640 if (who->type == PLAYER)
2641 {
2642 apply_book (who, op);
2643 return 1;
2644 }
2645 else
2646 return 0;
2647
2648 case SKILLSCROLL:
2649 if (who->type == PLAYER)
2650 {
2651 apply_skillscroll (who, op);
2652 return 1;
2653 }
2654 else
2655 return 0;
2656
2657 case SPELLBOOK:
2658 if (who->type == PLAYER)
2659 {
2660 apply_spellbook (who, op);
2661 return 1;
2662 }
2663 else
2664 return 0;
2665
2666 case SCROLL:
2667 apply_scroll (who, op, 0);
2668 return 1;
2669
2670 case POTION:
2671 apply_potion (who, op);
2672 return 1;
2673
2674 /* Eneq(@csd.uu.se): Handle apply on containers. */
2675 //TODO: remove, as it is unsed?
2676 case CLOSE_CON:
2677 apply_container (who, op->env);
2678 return 1;
2679
2680 case CONTAINER:
2681 apply_container (who, op);
2682 return 1;
2683
2684 case TREASURE:
2685 if (who->type == PLAYER)
2686 {
2687 apply_treasure (who, op);
2688 return 1;
2689 }
2690 else
2691 return 0;
2692
2693 case LAMP:
2694 case TORCH:
2695 player_apply_lamp (who, op);
2696 return 1;
2697
2698 case WEAPON:
2699 case ARMOUR:
2700 case BOOTS:
2701 case GLOVES:
2702 case AMULET:
2703 case GIRDLE:
2704 case BRACERS:
2705 case SHIELD:
2706 case HELMET:
2707 case RING:
2708 case CLOAK:
2709 case WAND:
2710 case ROD:
2711 case HORN:
2712 case SKILL:
2713 case BOW:
2714 case BUILDER:
2715 case SKILL_TOOL:
2716 if (op->env != who)
2717 return 2; /* not in inventory */
2718
2719 apply_special (who, op, aflag);
2720 return 1;
2721
2722 case DRINK:
2723 case FOOD:
2724 case FLESH:
2725 apply_food (who, op);
2726 return 1;
2727
2728 case POISON:
2729 apply_poison (who, op);
2730 return 1;
2731
2732 case SAVEBED:
2733 return 1;
2734
2735 case ARMOUR_IMPROVER:
2736 if (who->type == PLAYER)
2737 {
2738 apply_armour_improver (who, op);
2739 return 1;
2740 }
2741 else
2742 return 0;
2743
2744 case WEAPON_IMPROVER:
2745 check_improve_weapon (who, op);
2746 return 1;
2747
2748 case CLOCK:
2749 if (who->type == PLAYER)
2750 {
2751 char buf[MAX_BUF];
2752 timeofday_t tod;
2753
2754 get_tod (&tod);
2755 who->play_sound (sound_find ("sound_clock"));
2756 who->statusmsg (format (
2757 "It is %d minute%s past %d o'clock %s",
2758 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2759 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2760 ));
2761 return 1;
2762 }
2763 else
2764 return 0;
2765
2766 case MENU:
2767 if (who->type == PLAYER)
2768 {
2769 shop_listing (op, who);
2770 return 1;
2771 }
2772 else
2773 return 0;
2774
2775 case POWER_CRYSTAL:
2776 apply_power_crystal (who, op); /* see egoitem.c */
2777 return 1;
2778
2779 case LIGHTER: /* for lighting torches/lanterns/etc */
2780 if (who->type == PLAYER)
2781 {
2782 apply_lighter (who, op);
2783 return 1;
2784 }
2785 else
2786 return 0;
2787
2788 case ITEM_TRANSFORMER:
2789 apply_item_transformer (who, op);
2790 return 1;
2791
2792 default:
2793 return 0;
2794 }
2795 }
2796
2797 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2798 * messages as needed by player_apply_below(). But there can still be
2799 * "but you are floating high above the ground" messages.
2800 *
2801 * Same return value as apply() function.
2802 */
2803 int
2804 player_apply (object *pl, object *op, int aflag, int quiet)
2805 {
2806 if (!op->env && (pl->move_type & MOVE_FLYING))
2807 {
2808 /* player is flying and applying object not in inventory */
2809 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2810 {
2811 pl->failmsg ("But you are floating high above the ground! "
2812 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2813 "or waiting till the levitation effect wears off.>");
2814 return 0;
2815 }
2816 }
2817
2818 pl->contr->last_used = op;
2819
2820 int tmp = manual_apply (pl, op, aflag);
2821
2822 if (!quiet)
2823 {
2824 if (tmp == 0)
2825 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2)
2827 pl->failmsg ("You must get it first!\n");
2828 }
2829
2830 return tmp;
2831 }
2832
2833 /**
2834 * player_apply_below attempts to apply the object 'below' the player.
2835 * If the player has an open container, we use that for below, otherwise
2836 * we use the ground.
2837 */
2838 void
2839 player_apply_below (object *pl)
2840 {
2841 int floors = 0;
2842
2843 /* If using a container, set the starting item to be the top
2844 * item in the container. Otherwise, use the map.
2845 * This is perhaps more complicated. However, I want to make sure that
2846 * we don't use a corrupt pointer for the next object, so we get the
2847 * next object in the stack before applying. This is can only be a
2848 * problem if player_apply() has a bug in that it uses the object but does
2849 * not return a proper value.
2850 */
2851 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2852 {
2853 next = tmp->below;
2854
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++;
2857 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */
2859
2860 /* If it is visible, player can apply it. If it is applied by
2861 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which
2863 * the item needs.
2864 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 if (player_apply (pl, tmp, 0, 1) == 1)
2867 return;
2868
2869 if (floors >= 2)
2870 return; /* process at most two floor objects */
2871 }
2872 }
2873
2874 /**
2875 * Unapplies specified item.
2876 * No check done on cursed/damned.
2877 * Break this out of apply_special - this is just done
2878 * to keep the size of apply_special to a more managable size.
2879 */
2880 static int
2881 unapply_special (object *who, object *op, int aflags)
2882 {
2883 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2884 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0);
2886
2887 CLEAR_FLAG (op, FLAG_APPLIED);
2888
2889 switch (op->type)
2890 {
2891 case SKILL_TOOL:
2892 // unapplying a skill tool should also unapply the skill it governs
2893 // but this is hard, as it shouldn't do so when the skill can
2894 // be used for other reasons
2895 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2896 if (tmp->skill == op->skill
2897 && tmp->type == SKILL
2898 && tmp->flag [FLAG_APPLIED]
2899 && !tmp->flag [FLAG_CAN_USE_SKILL])
2900 unapply_special (who, tmp, 0);
2901
2902 change_abil (who, op);
2903 break;
2904
2905 case WEAPON:
2906 if (player *pl = who->contr)
2907 if (op == pl->combat_ob)
2908 {
2909 pl->combat_ob = 0;
2910 who->change_weapon (pl->ranged_ob);
2911 }
2912
2913 who->statusmsg (format ("You unwield %s.", query_name (op)));
2914
2915 change_abil (who, op);
2916 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2917 break;
2918
2919 case SKILL:
2920 if (who->contr)
2921 {
2922 if (IS_COMBAT_SKILL (op->subtype))
2923 who->change_weapon (who->contr->combat_ob = 0);
2924 else if (IS_RANGED_SKILL (op->subtype))
2925 who->change_weapon (who->contr->ranged_ob = 0);
2926
2927 if (op->invisible)
2928 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2929 else
2930 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2931 }
2932
2933 change_abil (who, op);
2934 CLEAR_FLAG (who, FLAG_READY_SKILL);
2935 break;
2936
2937 case ARMOUR:
2938 case HELMET:
2939 case SHIELD:
2940 case RING:
2941 case BOOTS:
2942 case GLOVES:
2943 case AMULET:
2944 case GIRDLE:
2945 case BRACERS:
2946 case CLOAK:
2947 who->statusmsg (format ("You unwear %s.", query_name (op)));
2948 change_abil (who, op);
2949 break;
2950
2951 case BOW:
2952 case WAND:
2953 case ROD:
2954 case HORN:
2955 if (player *pl = who->contr)
2956 {
2957 if (op == pl->ranged_ob)
2958 {
2959 pl->ranged_ob = 0;
2960 who->change_weapon (pl->combat_ob);
2961 }
2962
2963 who->statusmsg (format ("You unready %s.", query_name (op)));
2964 }
2965 else
2966 {
2967 who->change_skill (0);
2968
2969 if (op->type == BOW)
2970 CLEAR_FLAG (who, FLAG_READY_BOW);
2971 else
2972 CLEAR_FLAG (who, FLAG_READY_RANGE);
2973 }
2974
2975 break;
2976
2977 case BUILDER:
2978 if (who->contr)
2979 who->statusmsg (format ("You unready %s.", query_name (op)));
2980 break;
2981
2982 default:
2983 who->statusmsg (format ("You unapply %s.", query_name (op)));
2984 break;
2985 }
2986
2987 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2988 if (object *pl = op->visible_to ())
2989 esrv_send_item (pl, op);
2990
2991 who->update_stats ();
2992
2993 return 0;
2994 }
2995
2996 /**
2997 * Returns the object that is using location 'loc'.
2998 * Note that 'start' is the first object to start examing - we
2999 * then go through the below of this. In this way, you can do
3000 * something like:
3001 * tmp = get_next_item_from_body_location(who->inv, 1);
3002 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3003 * to find the second object that may use this location, etc.
3004 * Returns NULL if no match is found.
3005 * loc is the index into the array we are looking for a match.
3006 * don't return invisible objects unless they are skill objects
3007 * invisible other objects that use
3008 * up body locations can be used as restrictions.
3009 */
3010 static object *
3011 get_next_item_from_body_location (int loc, object *start)
3012 {
3013 for (object *tmp = start; tmp; tmp = tmp->below)
3014 if (tmp->flag [FLAG_APPLIED]
3015 && tmp->slot[loc].info
3016 && (!tmp->invisible || tmp->type == SKILL))
3017 return tmp;
3018
3019 return 0;
3020 }
3021
3022 /**
3023 * 'op' wants to apply an object, but can't because of other equipment.
3024 * This should only be called when it is known
3025 * that there are objects to unapply. This makes pretty heavy
3026 * use of get_item_from_body_location. It makes no intelligent choice
3027 * on objects - rather, the first that is matched is used.
3028 * Returns 0 on success, returns 1 if there is some problem.
3029 * if aflags is AP_PRINT, we instead print out waht to unapply
3030 * instead of doing it. This is a lot less code than having
3031 * another function that does just that.
3032 */
3033
3034 #define CANNOT_REMOVE_CURSED \
3035 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3036 "Praying over an altar, scrolls of remove curse/damnation, " \
3037 "priests or even other players might help.>"
3038
3039 int
3040 unapply_for_ob (object *who, object *op, int aflags)
3041 {
3042 if (op->is_range ())
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3045 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3046 {
3047 if (aflags & AP_PRINT)
3048 who->failmsg (query_name (tmp));
3049 else
3050 unapply_special (who, tmp, aflags);
3051 }
3052 else
3053 {
3054 /* In this case, we want to try and remove a cursed item.
3055 * While we know it won't work, we want unapply_special to
3056 * at least generate the message.
3057 */
3058 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3059 return 1;
3060 }
3061
3062 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3063 {
3064 /* this used up a slot that we need to free */
3065 if (op->slot[i].info)
3066 {
3067 object *last = who->inv;
3068
3069 /* We do a while loop - may need to remove several items in order
3070 * to free up enough slots.
3071 */
3072 while ((who->slot[i].used + op->slot[i].info) < 0)
3073 {
3074 object *tmp = get_next_item_from_body_location (i, last);
3075
3076 if (!tmp)
3077 {
3078 #if 0
3079 /* Not a bug - we'll get this if the player has cursed items
3080 * equipped.
3081 */
3082 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3083 #endif
3084 return 1;
3085 }
3086
3087 /* If we are just printing, we don't care about cursed status */
3088 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3089 {
3090 if (aflags & AP_PRINT)
3091 who->failmsg (query_name (tmp));
3092 else
3093 unapply_special (who, tmp, aflags);
3094 }
3095 else
3096 {
3097 /* Cursed item that we can't unequip - tell the player.
3098 * Note this could be annoying if this is just one of a few,
3099 * so it may not be critical (eg, putting on a ring and you have
3100 * one cursed ring.)
3101 */
3102 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3103 }
3104
3105 last = tmp->below;
3106 }
3107 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3108 * return in the !tmp would have kicked in.
3109 */
3110 } /* if op is using this body location */
3111 } /* for body lcoations */
3112
3113 return 0;
3114 }
3115
3116 /**
3117 * Checks to see if 'who' can apply object 'op'.
3118 * Returns 0 if apply can be done without anything special.
3119 * Otherwise returns a bitmask - potentially several of these may be
3120 * set, but largely depends on circumstance - in the future, processing
3121 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3122 * is set, do we really care what the other flags may be?)
3123 *
3124 * See include/define.h for detailed description of the meaning of
3125 * these return values.
3126 */
3127 int
3128 can_apply_object (object *who, object *op)
3129 {
3130 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3131 return RESULT_INT (0);
3132
3133 int retval = 0;
3134 object *tmp = 0, *ws = 0;
3135
3136 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 {
3138 if (op->slot[i].info)
3139 {
3140 /* Item uses more slots than we have */
3141 if (who->slot[i].info + op->slot [i].info < 0)
3142 {
3143 /* Could return now for efficiency - rest of info below isn't
3144 * really needed.
3145 */
3146 retval |= CAN_APPLY_NEVER;
3147 }
3148 else if (who->slot[i].used + op->slot[i].info < 0)
3149 {
3150 /* in this case, equipping this would use more free spots than
3151 * we have.
3152 */
3153
3154 /* if we have an applied weapon/shield, and unapply it would free
3155 * enough slots to equip the new item, then just set "can
3156 * apply unapply". We don't care about the logic below - if you have a
3157 * shield equipped and try to equip another shield, there is only
3158 * one choice. However, the check for the number of body locations
3159 * does take into the account cases where what is being applied
3160 * may be two handed for example.
3161 */
3162 if (ws)
3163 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3164 {
3165 retval |= CAN_APPLY_UNAPPLY;
3166 continue;
3167 }
3168
3169 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3170 if (!tmp1)
3171 {
3172 #if 0
3173 /* This is sort of an error, but happens a lot when old players
3174 * join in with more stuff equipped than they are now allowed.
3175 */
3176 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3177 #endif
3178 retval |= CAN_APPLY_NEVER;
3179 }
3180 else
3181 {
3182 /* need to unapply something. However, if this something
3183 * is different than we had found before, it means they need
3184 * to apply multiple objects
3185 */
3186 retval |= CAN_APPLY_UNAPPLY;
3187
3188 if (!tmp)
3189 tmp = tmp1;
3190 else if (tmp != tmp1)
3191 retval |= CAN_APPLY_UNAPPLY_MULT;
3192
3193 /* This object isn't using up all the slots, so there must
3194 * be another. If so, and it the new item doesn't need all
3195 * the slots, the player then has a choice.
3196 */
3197 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3198 && abs (op->slot[i].info) < who->slot[i].info)
3199 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3200
3201 /* Does unequippint 'tmp1' free up enough slots for this to be
3202 * equipped? If not, there must be something else to unapply.
3203 */
3204 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3205 retval |= CAN_APPLY_UNAPPLY_MULT;
3206 }
3207 } /* if not enough free slots */
3208 } /* if this object uses location i */
3209 } /* for i -> num_body_locations loop */
3210
3211 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3212 * really be controlled by use of body locations. We do have
3213 * the weapon/shield checks, and the range checks for monsters,
3214 * because you can't control those just by body location - bows, shields,
3215 * and weapons all use the same slot. Similar for horn/rod/wand - they
3216 * all use the same location.
3217 */
3218 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3219 retval |= CAN_APPLY_RESTRICTION;
3220
3221 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3222 retval |= CAN_APPLY_RESTRICTION;
3223
3224 if (who->type != PLAYER)
3225 {
3226 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION;
3228
3229 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3230 retval |= CAN_APPLY_RESTRICTION;
3231
3232 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3233 retval |= CAN_APPLY_RESTRICTION;
3234
3235 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3236 retval |= CAN_APPLY_RESTRICTION;
3237 }
3238
3239 return retval;
3240 }
3241
3242 /**
3243 * who is the object using the object. It can be a monster.
3244 * op is the object they are using. op is an equipment type item,
3245 * eg, one which you put on and keep on for a while, and not something
3246 * like a potion or scroll.
3247 *
3248 * function returns 1 if the action could not be completed, 0 on
3249 * success. However, success is a matter of meaning - if the
3250 * user passes the 'apply' flag to an object already applied,
3251 * nothing is done, and 0 is returned.
3252 *
3253 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3254 * AP_UNAPPLY=always unapply).
3255 *
3256 * Optional flags:
3257 * AP_NO_MERGE: don't merge an unapplied object with other objects
3258 * AP_IGNORE_CURSE: unapply cursed items
3259 * AP_NO_READY: do not ready skills when applying skill tools
3260 *
3261 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3262 *
3263 * apply_special() doesn't check for unpaid items.
3264 */
3265
3266 #define LACK_ITEM_POWER \
3267 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3268
3269 int
3270 apply_special (object *who, object *op, int aflags)
3271 {
3272 int basic_flag = aflags & AP_BASIC_FLAGS;
3273 object *tmp, *tmp2, *skop = NULL;
3274
3275 if (who == NULL)
3276 {
3277 LOG (llevError, "apply_special() from object without environment.\n");
3278 return 1;
3279 }
3280
3281 if (op->env != who)
3282 return 1; /* op is not in inventory */
3283
3284 /* trying to unequip op */
3285 if (QUERY_FLAG (op, FLAG_APPLIED))
3286 {
3287 /* always apply, so no reason to unapply */
3288 if (basic_flag == AP_APPLY)
3289 return 0;
3290
3291 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3292 {
3293 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3294 return 1;
3295 }
3296
3297 return unapply_special (who, op, aflags);
3298 }
3299 else if (basic_flag == AP_UNAPPLY)
3300 return 0;
3301
3302 // if the item is combat/ranged, wield the relevant slot first
3303 // to resolve conflicts.
3304 if (player *pl = who->contr)
3305 switch (op->slottype ())
3306 {
3307 case slot_combat: who->change_weapon (pl->combat_ob); break;
3308 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3309 }
3310
3311 splay (op);
3312
3313 /* Can't just apply this object. Lets see what not and what to do */
3314 if (int i = can_apply_object (who, op))
3315 {
3316 if (i & CAN_APPLY_NEVER)
3317 {
3318 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3319 return 1;
3320 }
3321 else if (i & CAN_APPLY_RESTRICTION)
3322 {
3323 who->failmsg (format (
3324 "You have a prohibition against using a %s. "
3325 "H<Your belief, profession or class prevents you from applying this item.>",
3326 query_name (op)
3327 ));
3328 return 1;
3329 }
3330
3331 if (who->type != PLAYER)
3332 {
3333 /* Some error, so don't try to equip something more */
3334 if (unapply_for_ob (who, op, aflags))
3335 return 1;
3336 }
3337 else
3338 {
3339 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3340 {
3341 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3342 unapply_for_ob (who, op, AP_PRINT);
3343 return 1;
3344 }
3345 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3346 if (unapply_for_ob (who, op, aflags))
3347 return 1;
3348 }
3349 }
3350
3351 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352 {
3353 skop = find_skill_by_name (who, op->skill);
3354
3355 if (!skop)
3356 {
3357 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3358 return 1;
3359 }
3360 else
3361 /* While experience will be credited properly, we want to change the
3362 * skill so that the dam and wc get updated
3363 */
3364 who->change_skill (skop);
3365 }
3366
3367 if (who->type == PLAYER
3368 && op->item_power
3369 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3370 {
3371 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3372 return 1;
3373 }
3374
3375 /* Ok. We are now at the state where we can apply the new object.
3376 * Note that we don't have the checks for can_use_...
3377 * below - that is already taken care of by can_apply_object.
3378 */
3379 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3380
3381 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3382 return RESULT_INT (0);
3383
3384 switch (op->type)
3385 {
3386 case WEAPON:
3387 if (!check_weapon_power (who, op->last_eat))
3388 {
3389 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3390
3391 if (tmp)
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1;
3395 }
3396
3397 //TODO: this obviously fails for players using a shorter prefix
3398 // i.e. "R" can use Ragnarok's sword.
3399 if (op->level && !op->name.starts_with (who->name))
3400 {
3401 /* if the weapon does not have the name as the character, can't use it. */
3402 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3403 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3404
3405 if (tmp)
3406 insert_ob_in_ob (tmp, who);
3407
3408 return 1;
3409 }
3410
3411 if (!skop)
3412 {
3413 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3414 return 1;
3415 }
3416
3417 SET_FLAG (op, FLAG_APPLIED);
3418 who->change_skill (skop);
3419
3420 if (who->contr)
3421 who->change_weapon (who->contr->combat_ob = op);
3422
3423 who->statusmsg (format ("You wield %s.", query_name (op)));
3424
3425 SET_FLAG (who, FLAG_READY_WEAPON);
3426 change_abil (who, op);
3427 break;
3428
3429 case ARMOUR:
3430 case HELMET:
3431 case SHIELD:
3432 case BOOTS:
3433 case GLOVES:
3434 case GIRDLE:
3435 case BRACERS:
3436 case CLOAK:
3437 case RING:
3438 case AMULET:
3439 SET_FLAG (op, FLAG_APPLIED);
3440 who->statusmsg (format ("You wear %s.", query_name (op)));
3441 change_abil (who, op);
3442 break;
3443
3444 case SKILL_TOOL:
3445 // applying a skill tool also readies the skill
3446 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (!(aflags & AP_NO_READY))
3449 {
3450 skop = find_skill_by_name (who, op->skill);
3451 if (!skop->flag [FLAG_APPLIED])
3452 apply_special (who, skop, AP_APPLY);
3453 }
3454 break;
3455
3456 case SKILL:
3457 if (player *pl = who->contr)
3458 {
3459 if (IS_COMBAT_SKILL (op->subtype))
3460 {
3461 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3462 {
3463 for (object *item = who->inv; item; item = item->below)
3464 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3465 {
3466 if (item->skill == op->skill)
3467 {
3468 who->change_weapon (pl->combat_ob = item);
3469 goto found_weapon;
3470 }
3471 }
3472
3473 who->failmsg (format (
3474 "You need to apply a '%s' melee weapon before readying this skill. "
3475 "H<Some skills need an item, in this case a melee weapon, to function.>",
3476 &op->skill
3477 ));
3478 return 1;
3479
3480 found_weapon:;
3481 }
3482 else
3483 who->change_weapon (pl->combat_ob = op);
3484 }
3485 else if (IS_RANGED_SKILL (op->subtype))
3486 {
3487 if (skill_flags [op->subtype] & SF_NEED_BOW)
3488 {
3489 for (object *item = who->inv; item; item = item->below)
3490 if (item->type == BOW && item->flag [FLAG_APPLIED])
3491 {
3492 //TODO: bows should/must all have skill missile weapon right now
3493 who->change_weapon (pl->ranged_ob = item);
3494 goto found_bow;
3495 }
3496
3497 who->failmsg (
3498 "You need to apply a missile weapon before readying this skill. "
3499 "H<Some skills need an item, in this case a missile weapon, to function.>"
3500 );
3501 return 1;
3502
3503 found_bow:;
3504 }
3505 else
3506 who->change_weapon (pl->ranged_ob = op);
3507 }
3508
3509 if (!op->invisible)
3510 {
3511 who->statusmsg (format (
3512 "You ready %s."
3513 "You can now use the skill: %s.",
3514 query_name (op),
3515 &op->skill
3516 ));
3517 }
3518 else
3519 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3520 }
3521 else
3522 {
3523 SET_FLAG (op, FLAG_APPLIED);
3524 change_abil (who, op);
3525 who->chosen_skill = op;
3526 SET_FLAG (who, FLAG_READY_SKILL);
3527 }
3528
3529 break;
3530
3531 case BOW:
3532 if (!check_weapon_power (who, op->last_eat))
3533 {
3534 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3535
3536 if (tmp)
3537 insert_ob_in_ob (tmp, who);
3538
3539 return 1;
3540 }
3541
3542 if (op->level && !op->name.starts_with (who->name))
3543 {
3544 who->failmsg ("The weapon does not recognize you as its owner. "
3545 "H<Its name indicates that it belongs to somebody else.>");
3546 if (tmp)
3547 insert_ob_in_ob (tmp, who);
3548
3549 return 1;
3550 }
3551
3552 /*FALLTHROUGH*/
3553 case WAND:
3554 case ROD:
3555 case HORN:
3556 /* check for skill, alter player status */
3557
3558 if (!skop)
3559 {
3560 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3561 return 1;
3562 }
3563
3564 SET_FLAG (op, FLAG_APPLIED);
3565 who->change_skill (skop);
3566
3567 if (who->contr)
3568 {
3569 who->contr->ranged_ob = op;
3570
3571 who->statusmsg (format ("You ready %s.", query_name (op)));
3572
3573 if (op->type == BOW)
3574 {
3575 who->current_weapon = op;
3576 change_abil (who, op);
3577 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3578 }
3579 }
3580 else
3581 {
3582 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW);
3584 else
3585 SET_FLAG (who, FLAG_READY_RANGE);
3586 }
3587
3588 break;
3589
3590 case BUILDER:
3591 if (who->type == PLAYER)
3592 {
3593 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3594 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3595 unapply_special (who, who->contr->ranged_ob, 0);
3596
3597 who->statusmsg (format ("You ready your %s.", query_name (op)));
3598
3599 who->contr->ranged_ob = op;
3600 }
3601 break;
3602
3603 default:
3604 who->statusmsg (format ("You apply %s.", query_name (op)));
3605 }
3606
3607 SET_FLAG (op, FLAG_APPLIED);
3608
3609 if (tmp)
3610 who->insert (tmp);
3611
3612 who->update_stats ();
3613
3614 /* We exclude spell casting objects. The fire code will set the
3615 * been applied flag when they are used - until that point,
3616 * you don't know anything about them.
3617 */
3618 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3619 SET_FLAG (op, FLAG_BEEN_APPLIED);
3620
3621 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3622 if (who->type == PLAYER)
3623 {
3624 who->failmsg (
3625 "Oops, it feels deadly cold! "
3626 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3627 );
3628 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629 }
3630
3631 if (object *pl = op->visible_to ())
3632 esrv_send_item (pl, op);
3633
3634 return 0;
3635 }
3636
3637 int
3638 monster_apply_special (object *who, object *op, int aflags)
3639 {
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1;
3642
3643 return apply_special (who, op, aflags);
3644 }
3645
3646 /**
3647 * Map was just loaded, handle op's initialisation.
3648 *
3649 * Generates shop floor's item, and treasures.
3650 */
3651 int
3652 auto_apply (object *op)
3653 {
3654 object *tmp = NULL, *tmp2;
3655 int i;
3656
3657 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3658
3659 switch (op->type)
3660 {
3661 case SHOP_FLOOR:
3662 if (!op->has_random_items ())
3663 return 0;
3664
3665 do
3666 {
3667 i = 10; /* let's give it 10 tries */
3668 while ((tmp = generate_treasure (op->randomitems,
3669 op->stats.exp
3670 ? (int) op->stats.exp
3671 : max (op->map->difficulty, 5)))
3672 == NULL && --i);
3673
3674 if (tmp == NULL)
3675 return 0;
3676
3677 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3678 {
3679 tmp->destroy ();
3680 tmp = NULL;
3681 }
3682 }
3683 while (!tmp);
3684
3685 tmp->x = op->x;
3686 tmp->y = op->y;
3687 SET_FLAG (tmp, FLAG_UNPAID);
3688 insert_ob_in_map (tmp, op->map, NULL, 0);
3689 identify (tmp);
3690 break;
3691
3692 case TREASURE:
3693 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3694 return 0;
3695
3696 while (op->stats.hp-- > 0)
3697 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3698 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3699
3700 /* If we generated an object and put it in this object inventory,
3701 * move it to the parent object as the current object is about
3702 * to disappear. An example of this item is the random_* stuff
3703 * that is put inside other objects.
3704 */
3705 if (op->env)
3706 while (op->inv)
3707 op->env->insert (op->inv);
3708
3709 op->destroy ();
3710 break;
3711 }
3712
3713 return !!tmp;
3714 }
3715
3716 /**
3717 * fix_auto_apply goes through the entire map every time a map
3718 * is loaded or swapped in and performs special actions for
3719 * certain objects (most initialization of chests and creation of
3720 * treasures and stuff). Calls auto_apply if appropriate.
3721 */
3722 void
3723 maptile::fix_auto_apply ()
3724 {
3725 if (!spaces)
3726 return;
3727
3728 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (object *tmp = ms->bot; tmp; )
3730 {
3731 object *above = tmp->above;
3732
3733 if (tmp->inv)
3734 {
3735 object *invtmp, *invnext;
3736
3737 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 {
3739 invnext = invtmp->below;
3740
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 {
3745 while (invtmp->stats.hp-- > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create
3755 * treasure again for this object
3756 */
3757 invtmp->randomitems = NULL;
3758 }
3759 }
3760 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13
3765 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16
3769 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3782 tmp->randomitems = NULL;
3783 }
3784 else if (tmp->type == TIMED_GATE)
3785 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp;
3787
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 tmp->set_speed (0);
3790 }
3791 /* This function can be called everytime a map is loaded, even when
3792 * swapping back in. As such, we don't want to create the treasure
3793 * over and ove again, so after we generate the treasure, blank out
3794 * randomitems so if it is swapped in again, it won't make anything.
3795 * This is a problem for the above objects, because they have counters
3796 * which say how many times to make the treasure.
3797 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER
3799 && tmp->type != TREASURE && tmp->type != SPELL
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3801 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3803 tmp->randomitems = NULL;
3804 }
3805
3806 // close all containers
3807 else if (tmp->type == CONTAINER)
3808 tmp->flag [FLAG_APPLIED] = 0;
3809
3810 tmp = above;
3811 }
3812
3813 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above);
3817 }
3818
3819 /**
3820 * Handles player eating food that temporarily changes status (resistances, stats).
3821 * This used to call cast_change_attr(), but
3822 * that doesn't work with the new spell code. Since we know what
3823 * the food changes, just grab a force and use that instead.
3824 */
3825 void
3826 eat_special_food (object *who, object *food)
3827 {
3828 object *force;
3829 int i, did_one = 0;
3830
3831 force = get_archetype (FORCE_NAME);
3832
3833 for (i = 0; i < NUM_STATS; i++)
3834 if (sint8 k = food->stats.stat (i))
3835 {
3836 force->stats.stat (i) = k;
3837 did_one = 1;
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1;
3847 }
3848 }
3849
3850 if (did_one)
3851 {
3852 force->set_speed (0.1);
3853 /* bigger morsel of food = longer effect time */
3854 force->duration = food->stats.food / 5;
3855 SET_FLAG (force, FLAG_APPLIED);
3856 change_abil (who, force);
3857 insert_ob_in_ob (force, who);
3858 }
3859 else
3860 force->destroy ();
3861
3862 /* check for hp, sp change */
3863 if (food->stats.hp != 0)
3864 {
3865 if (QUERY_FLAG (food, FLAG_CURSED))
3866 {
3867 who->contr->killer = food;
3868 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3869 who->failmsg ("Eck!...that was poisonous!");
3870 }
3871 else
3872 {
3873 if (food->stats.hp > 0)
3874 who->statusmsg ("You begin to feel better.");
3875 else
3876 who->failmsg ("Eck!...that was poisonous!");
3877
3878 who->stats.hp += food->stats.hp;
3879 }
3880 }
3881
3882 if (food->stats.sp != 0)
3883 {
3884 if (QUERY_FLAG (food, FLAG_CURSED))
3885 {
3886 who->failmsg ("You are drained of mana!");
3887 who->stats.sp -= food->stats.sp;
3888 if (who->stats.sp < 0)
3889 who->stats.sp = 0;
3890 }
3891 else
3892 {
3893 who->statusmsg ("You feel a rush of magical energy!");
3894 who->stats.sp += food->stats.sp;
3895 /* place limit on max sp from food? */
3896 }
3897 }
3898
3899 who->update_stats ();
3900 }
3901
3902
3903 /**
3904 * op made some mistake with a scroll, this takes care of punishment.
3905 * scroll_failure()- hacked directly from spell_failure
3906 */
3907 void
3908 scroll_failure (object *op, int failure, int power)
3909 {
3910 if (abs (failure / 4) > power)
3911 power = abs (failure / 4); /* set minimum effect */
3912
3913 if (failure <= -1 && failure > -15)
3914 { /* wonder */
3915 object *tmp;
3916
3917 op->failmsg ("Your spell warps!");
3918 tmp = get_archetype (SPELL_WONDER);
3919 cast_wonder (op, op, 0, tmp);
3920 tmp->destroy ();
3921 }
3922 else if (failure <= -15 && failure > -35)
3923 { /* drain mana */
3924 op->failmsg ("Your mana is drained!");
3925 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3926 if (op->stats.sp < 0)
3927 op->stats.sp = 0;
3928 }
3929 else if (settings.spell_failure_effects == TRUE)
3930 {
3931 if (failure <= -35 && failure > -60)
3932 { /* confusion */
3933 op->failmsg ("The magic recoils on you!");
3934 confuse_player (op, op, power);
3935 }
3936 else if (failure <= -60 && failure > -70)
3937 { /* paralysis */
3938 op->failmsg ("The magic recoils and paralyzes you!");
3939 paralyze_player (op, op, power);
3940 }
3941 else if (failure <= -70 && failure > -80)
3942 { /* blind */
3943 op->failmsg ("The magic recoils on you!");
3944 blind_player (op, op, power);
3945 }
3946 else if (failure <= -80)
3947 { /* blast the immediate area */
3948 object *tmp = get_archetype (LOOSE_MANA);
3949 cast_magic_storm (op, tmp, power);
3950 op->failmsg ("You unleash uncontrolled mana!");
3951 tmp->destroy ();
3952 }
3953 }
3954 }
3955
3956 void
3957 apply_changes_to_player (object *pl, object *change)
3958 {
3959 int excess_stat = 0; /* if the stat goes over the maximum
3960 for the race, put the excess stat some
3961 where else. */
3962
3963 switch (change->type)
3964 {
3965 case CLASS:
3966 {
3967 living *stats = &(pl->contr->orig_stats);
3968 living *ns = &(change->stats);
3969 object *walk;
3970 int flag_change_face = 1;
3971
3972 /* the following code assigns stats up to the stat max
3973 * for the race, and if the stat max is exceeded,
3974 * tries to randomly reassign the excess stat
3975 */
3976 int i, j;
3977
3978 for (i = 0; i < NUM_STATS; i++)
3979 {
3980 int race_bonus = pl->arch->stats.stat (i);
3981 sint8 stat = stats->stat (i) + ns->stat (i);
3982
3983 if (stat > 20 + race_bonus)
3984 {
3985 excess_stat++;
3986 stat = 20 + race_bonus;
3987 }
3988
3989 stats->stat (i) = stat;
3990 }
3991
3992 for (j = 0; excess_stat > 0 && j < 100; j++)
3993 { /* try 100 times to assign excess stats */
3994 int i = rndm (0, 6);
3995
3996 if (i == CHA)
3997 continue; /* exclude cha from this */
3998
3999 int stat = stats->stat (i);
4000 int race_bonus = pl->arch->stats.stat (i);
4001 if (stat < 20 + race_bonus)
4002 {
4003 change_attr_value (stats, i, 1);
4004 excess_stat--;
4005 }
4006 }
4007
4008 /* insert the randomitems from the change's treasurelist into
4009 * the player ref: player.c
4010 */
4011 if (change->randomitems)
4012 give_initial_items (pl, change->randomitems);
4013
4014 /* set up the face, for some races. */
4015
4016 /* first, look for the force object banning
4017 * changing the face. Certain races never change face with class.
4018 */
4019 for (walk = pl->inv; walk; walk = walk->below)
4020 if (walk->name == shstr_NOCLASSFACECHANGE)
4021 flag_change_face = 0;
4022
4023 if (flag_change_face)
4024 {
4025 pl->face = change->face;
4026 pl->animation_id = change->animation_id;
4027 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4028 }
4029
4030 /* check the special case of can't use weapons */
4031 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4032 if (change->name == shstr_monk)
4033 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4034
4035 break;
4036 }
4037 }
4038 }
4039
4040 /**
4041 * This handles items of type 'transformer'.
4042 * Basically those items, used with a marked item, transform both items into something
4043 * else.
4044 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4045 * Change information is contained in the 'slaying' field of the marked item.
4046 * The format is as follow: transformer:[number ]yield[;transformer:...].
4047 * This way an item can be transformed in many things, and/or many objects.
4048 * The 'slaying' field for transformer is used as verb for the action.
4049 */
4050 void
4051 apply_item_transformer (object *pl, object *transformer)
4052 {
4053 object *marked;
4054 object *new_item;
4055 char *find;
4056 char *separator;
4057 int yield;
4058 char got[MAX_BUF];
4059 int len;
4060
4061 if (!pl || !transformer)
4062 return;
4063
4064 marked = find_marked_object (pl);
4065
4066 if (!marked)
4067 {
4068 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4069 return;
4070 }
4071
4072 if (!marked->slaying)
4073 {
4074 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4075 return;
4076 }
4077
4078 /* check whether they are compatible or not */
4079 find = strstr (&marked->slaying, transformer->arch->archname);
4080 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4081 {
4082 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4083 return;
4084 }
4085
4086 find += strlen (transformer->arch->archname) + 1;
4087 /* Item can be used, now find how many and what it yields */
4088 if (isdigit (*(find)))
4089 {
4090 yield = atoi (find);
4091 if (yield < 1)
4092 {
4093 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4094 yield = 1;
4095 }
4096 }
4097 else
4098 yield = 1;
4099
4100 while (isdigit (*find))
4101 find++;
4102
4103 while (*find == ' ')
4104 find++;
4105
4106 memset (got, 0, MAX_BUF);
4107
4108 if ((separator = strchr (find, ';')) != NULL)
4109 len = separator - find;
4110 else
4111 len = strlen (find);
4112
4113 if (len > MAX_BUF - 1)
4114 len = MAX_BUF - 1;
4115
4116 strcpy (got, find);
4117 got[len] = '\0';
4118
4119 /* Now create new item, remove used ones when required. */
4120 new_item = get_archetype (got);
4121 if (!new_item)
4122 {
4123 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4124 return;
4125 }
4126
4127 new_item->nrof = yield;
4128
4129 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4130
4131 pl->insert (new_item);
4132 /* Eat up one item */
4133 marked->decrease ();
4134
4135 /* Eat one transformer if needed */
4136 if (transformer->stats.food)
4137 if (--transformer->stats.food == 0)
4138 transformer->decrease ();
4139 }
4140