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Revision: 1.189
Committed: Sun Feb 22 17:10:06 2009 UTC (15 years, 3 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.188: +24 -77 lines
Log Message:
fixed weapon improvement mechanism. removed duplicated 'item power'-like
check and weapons are using only item_power now to track ability to handle
improved weapons.

Also fixed a bad check for the maximum number of improvements for weapon.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = op->subtype & 1;
59 name_flag = op->subtype & 2;
60 race_flag = op->subtype & 4;
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 }
168
169 /**
170 * Handles applying a potion.
171 */
172 int
173 apply_potion (object *op, object *tmp)
174 {
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 op->failmsg ("Yech! Your lungs are on fire!");
321 create_exploding_ball_at (op, op->level);
322 }
323 else
324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
325
326 tmp->decrease ();
327
328 /* if youre dead, no point in doing this... */
329 if (!QUERY_FLAG (op, FLAG_REMOVED))
330 op->update_stats ();
331
332 return 1;
333 }
334
335 /* Deal with protection potions */
336 force = NULL;
337 for (i = 0; i < NROFATTACKS; i++)
338 {
339 if (tmp->resist[i])
340 {
341 if (!force)
342 force = get_archetype (FORCE_NAME);
343
344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
345 force->type = POTION_EFFECT;
346 break; /* Only need to find one protection since we copy entire batch */
347 }
348 }
349
350 /* This is a protection potion */
351 if (force)
352 {
353 /* cursed items last longer */
354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
355 {
356 force->stats.food *= 10;
357 for (i = 0; i < NROFATTACKS; i++)
358 if (force->resist[i] > 0)
359 force->resist[i] = -force->resist[i]; /* prot => vuln */
360 }
361
362 force->speed_left = -1;
363 force = insert_ob_in_ob (force, op);
364 CLEAR_FLAG (tmp, FLAG_APPLIED);
365 SET_FLAG (force, FLAG_APPLIED);
366 change_abil (op, force);
367 tmp->decrease ();
368 return 1;
369 }
370
371 /* Only thing left are the stat potions */
372 if (op->type == PLAYER)
373 { /* only for players */
374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
377 CLEAR_FLAG (tmp, FLAG_APPLIED);
378 else
379 SET_FLAG (tmp, FLAG_APPLIED);
380
381 if (!change_abil (op, tmp))
382 op->statusmsg ("Nothing happened.");
383 }
384
385 /* CLEAR_FLAG is so that if the character has other potions
386 * that were grouped with the one consumed, his
387 * stat will not be raised by them. fix_player just clears
388 * up all the stats.
389 */
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 op->update_stats ();
392 tmp->decrease ();
393 return 1;
394 }
395
396 /****************************************************************************
397 * Weapon improvement code follows
398 ****************************************************************************/
399
400 /**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405 bool
406 check_item_power (object *who, int item_power)
407 {
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414 }
415
416 /**
417 * This returns the sum of nrof of item (arch name).
418 */
419 static int
420 check_item (object *op, shstr_cmp item)
421 {
422 int count = 0;
423
424 if (!item)
425 return 0;
426
427 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
431 count += op->number_of ();
432
433 return count;
434 }
435
436 /**
437 * This removes 'nrof' of what item->slaying says to remove.
438 * op is typically the player, which is only
439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects.
441 */
442 static void
443 eat_item (object *op, shstr_cmp item, uint32 nrof)
444 {
445 object *prev;
446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (op->arch->archname == item)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
468 prev = op;
469 op = op->below;
470 }
471 }
472
473 /**
474 * Returns how many items of type improver->slaying there are under op.
475 * Will display a message if none found, and 1 if improver->slaying is NULL.
476 */
477 static int
478 check_sacrifice (object *op, const object *improver)
479 {
480 int count = 0;
481
482 if (improver->slaying)
483 {
484 count = check_item (op, improver->slaying);
485 if (count < 1)
486 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
488 return 0;
489 }
490 }
491 else
492 count = 1;
493
494 return count;
495 }
496
497 /**
498 * Actually improves the weapon, and tells user.
499 */
500 static int
501 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
502 {
503 stat += sacrifice_count;
504 weapon->last_eat++;
505 improver->decrease ();
506
507 /* So it updates the players stats and the window */
508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
516 return 1;
517 }
518
519 /* Types of improvements, hidden in the sp field. */
520 #define IMPROVE_PREPARE 1
521 #define IMPROVE_DAMAGE 2
522 #define IMPROVE_WEIGHT 3
523 #define IMPROVE_ENCHANT 4
524 #define IMPROVE_STR 5
525 #define IMPROVE_DEX 6
526 #define IMPROVE_CON 7
527 #define IMPROVE_WIS 8
528 #define IMPROVE_CHA 9
529 #define IMPROVE_INT 10
530 #define IMPROVE_POW 11
531
532 /**
533 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on.
535 */
536 int
537 prepare_weapon (object *op, object *improver, object *weapon)
538 {
539 int sacrifice_count, i;
540 char buf[MAX_BUF];
541
542 if (weapon->level != 0)
543 {
544 op->failmsg ("Weapon is already prepared!");
545 return 0;
546 }
547
548 for (i = 0; i < NROFATTACKS; i++)
549 if (weapon->resist[i])
550 break;
551
552 /* If we break out, i will be less than nrofattacks, preventing
553 * improvement of items that already have protections.
554 */
555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
557 weapon->stats.exp || /* speed */
558 weapon->stats.ac) /* AC - only taifu's I think */
559 {
560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
563 return 0;
564 }
565
566 sacrifice_count = check_sacrifice (op, improver);
567 if (sacrifice_count <= 0)
568 return 0;
569
570 weapon->level = isqrt (sacrifice_count);
571 eat_item (op, improver->slaying, sacrifice_count);
572
573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
578
579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
580 weapon->name = weapon->name_pl = buf;
581 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */
583 improver->decrease ();
584 weapon->last_eat = 0;
585 return 1;
586 }
587
588 /**
589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
590 * This is the new improve weapon code.
591 * Returns 0 if it was not able to work for some reason.
592 *
593 * Checks if weapon was prepared, if enough potions on the floor, ...
594 *
595 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve
598 */
599 int
600 improve_weapon (object *op, object *improver, object *weapon)
601 {
602 int sacrifice_count, sacrifice_needed = 0;
603
604 if (improver->stats.sp == IMPROVE_PREPARE)
605 return prepare_weapon (op, improver, weapon);
606
607 if (weapon->level == 0)
608 {
609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
612 return 0;
613 }
614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
617 {
618 op->failmsg ("This weapon cannot be improved any more.");
619 return 0;
620 }
621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
624 {
625 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you "
627 "really want to improve it.");
628 return 0;
629 }
630
631 /* This just increases damage by 5 points, no matter what. No sacrifice
632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
633 * don't put any maximum value on damage - the limit is how much the
634 * weapon can be improved.
635 */
636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
638 weapon->stats.dam += 5;
639 weapon->weight += 5000; /* 5 KG's */
640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
641 weapon->last_eat++;
642
643 weapon->item_power++;
644 improver->decrease ();
645 return 1;
646 }
647
648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
650 /* Reduce weight by 20% */
651 weapon->weight = (weapon->weight * 8) / 10;
652 if (weapon->weight < 1)
653 weapon->weight = 1;
654
655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
656 weapon->last_eat++;
657 weapon->item_power++;
658 improver->decrease ();
659 return 1;
660 }
661
662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
664 weapon->magic++;
665 weapon->last_eat++;
666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
667 improver->decrease ();
668 weapon->item_power++;
669 return 1;
670 }
671
672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
674
675 if (sacrifice_needed < 1)
676 sacrifice_needed = 1;
677 sacrifice_needed *= 2;
678
679 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed)
681 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
683 return 0;
684 }
685
686 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++;
688
689 switch (improver->stats.sp)
690 {
691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
698 default:
699 op->failmsg ("Unknown improvement type.");
700 }
701
702 LOG (llevError, "improve_weapon: Got to end of function\n");
703 return 0;
704 }
705
706 /**
707 * Handles the applying of improve/prepare/enchant weapon scroll.
708 * Checks a few things (not on a non-magic square, marked weapon, ...),
709 * then calls improve_weapon to do the dirty work.
710 */
711 int
712 check_improve_weapon (object *op, object *tmp)
713 {
714 object *otmp;
715
716 if (op->type != PLAYER)
717 return 0;
718
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 {
721 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0;
723 }
724
725 otmp = find_marked_object (op);
726
727 if (!otmp)
728 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0;
731 }
732
733 if (otmp->type != WEAPON && otmp->type != BOW)
734 {
735 op->failmsg ("Marked item is not a weapon or bow!");
736 return 0;
737 }
738
739 op->statusmsg ("Applied weapon builder.");
740
741 improve_weapon (op, tmp, otmp);
742 esrv_send_item (op, otmp);
743 return 1;
744 }
745
746 /**
747 * This code deals with the armour improvment scrolls.
748 * Change limits on improvement - let players go up to
749 * +5 no matter what level, but they are limited by item
750 * power.
751 * Try to use same improvement code as in the common/treasure.c
752 * file, so that if you make a +2 full helm, it will be just
753 * the same as one you find in a shop.
754 *
755 * deprecated comment:
756 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
757 * only 'enchantment' of armour is possible - improving
758 * the stats of a player w/ armour as well as a weapon
759 * will probably horribly unbalance the game. Magic enchanting
760 * depends on the level of the character - ie the plus
761 * value (magic) of the armour can never be increased beyond
762 * the level of the character / 10 -- rounding upish, nor may
763 * the armour value of the piece of equipment exceed either
764 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now.
767 */
768 int
769 improve_armour (object *op, object *improver, object *armour)
770 {
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant)
774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
777 }
778
779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
780 * etc), so take the easy way out and don't worry about it.
781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
782 * of gnarg and what not?)
783 */
784 if (armour->title)
785 {
786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
789
790 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge.
792 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794
795 armour->magic++;
796
797 if (!settings.armor_speed_linear)
798 {
799 int base = 100;
800 int pow = 0;
801
802 while (pow < armour->magic)
803 {
804 base = base - (base * settings.armor_speed_improvement) / 100;
805 pow++;
806 }
807
808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
809 }
810 else
811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
812
813 if (!settings.armor_weight_linear)
814 {
815 int base = 100;
816 int pow = 0;
817
818 while (pow < armour->magic)
819 {
820 base = base - (base * settings.armor_weight_reduction) / 100;
821 pow++;
822 }
823
824 armour->weight = (armour->arch->weight * base) / 100;
825 }
826 else
827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
828
829 if (armour->weight <= 0)
830 {
831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
832 armour->weight = 1;
833 }
834
835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
836
837 if (op->type == PLAYER)
838 {
839 esrv_send_item (op, armour);
840
841 if (QUERY_FLAG (armour, FLAG_APPLIED))
842 op->update_stats ();
843 }
844
845 improver->decrease ();
846
847 if (tmp)
848 op->insert (tmp);
849
850 return 1;
851 }
852
853 /*
854 * convert_item() returns 1 if anything was converted, 0 if the item was not
855 * what the converter wants, -1 if the converter is broken.
856 *
857 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion.
859 * item is the object that triggered the converter - if it is not
860 * what the converter wants, this will not do anything.
861 */
862 static int
863 convert_item (object *item, object *converter)
864 {
865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
874
875 /* We make some assumptions - we assume if it takes money as it type,
876 * it wants some amount. We don't make change (ie, if something costs
877 * 3 gp and player drops a platinum, tough luck)
878 */
879 if (conv_from == shstr_money)
880 {
881 if (item->type != MONEY)
882 return 0;
883
884 nr = sint64 (item->nrof) * item->value / need;
885 if (!nr)
886 return 0;
887
888 converter->play_sound (sound_find ("shop_buy"));
889
890 sint64 cost = (nr * need + item->value - 1) / item->value;
891
892 item->decrease (cost);
893
894 price_in = cost * item->value;
895 }
896 else
897 {
898 if (item->type == PLAYER
899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
901 return 0;
902
903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
906 {
907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
913 price_in = item->value;
914 item->destroy ();
915 }
916 }
917
918 if (converter->inv)
919 {
920 object *ob;
921 int i;
922 object *ob_to_copy;
923
924 /* select random object from inventory to copy */
925 ob_to_copy = converter->inv;
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0)
928 ob_to_copy = ob;
929
930 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 }
934 else
935 {
936 if (!conv_to)
937 {
938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
939 &converter->name, &converter->map->path, converter->x, converter->y);
940 return -1;
941 }
942
943 item = object_create_arch (conv_to);
944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
945 }
946
947 if (give)
948 item->nrof = give;
949
950 if (nr)
951 item->nrof *= nr;
952
953 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 /**
969 * elmex: we are going to let the game continue, as the mapcreator
970 * hopefully had something in mind when doing this.
971 */
972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1;
981 }
982
983 /**
984 * Handle apply on containers.
985 * By Eneq(@csd.uu.se).
986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
987 * added the alchemical cauldron to the code -b.t.
988 */
989 int
990 apply_container (object *op, object *sack)
991 {
992 if (op->type != PLAYER || !op->contr->ns)
993 return 0; /* This might change */
994
995 if (!sack || sack->type != CONTAINER)
996 {
997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
998 return 0;
999 }
1000
1001 op->contr->last_used = 0;
1002
1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1007 }
1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container == sack)
1013 {
1014 // open on ground or inv, so close
1015 op->close_container ();
1016 return 1;
1017 }
1018 else if (!sack->env)
1019 {
1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1023 }
1024
1025 // fall through to opening it (active in inv)
1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1030 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1;
1032 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 {
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack);
1050
1051 return 1;
1052 }
1053
1054 /**
1055 * Handles dropping things on altar.
1056 * Returns true if sacrifice was accepted.
1057 */
1058 static int
1059 apply_altar (object *altar, object *sacrifice, object *originator)
1060 {
1061 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0;
1064
1065 if (operate_altar (altar, &sacrifice))
1066 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * with an altar. We call it a Potion - altars are stationary - it
1069 * is up to map designers to use them properly.
1070 */
1071 if (altar->inv && altar->inv->type == SPELL)
1072 {
1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1075 /* If it is connected, push the button. Fixes some problems with
1076 * old maps.
1077 */
1078
1079 /* push_button (altar);*/
1080 }
1081 else
1082 {
1083 altar->value = 1; /* works only once */
1084 push_button (altar, originator);
1085 }
1086
1087 return !sacrifice;
1088 }
1089 else
1090 return 0;
1091 }
1092
1093 /**
1094 * Handles 'movement' of shop mats.
1095 * Returns 1 if 'op' was destroyed, 0 if not.
1096 * Largely re-written to not use nearly as many gotos, plus
1097 * some of this code just looked plain out of date.
1098 * MSW 2001-08-29
1099 */
1100 int
1101 apply_shop_mat (object *shop_mat, object *op)
1102 {
1103 int rv = 0;
1104 double opinion;
1105 object *tmp, *next;
1106
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108
1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1121 {
1122 /* Remove all the unpaid objects that may be carried here.
1123 * This could be pets or monsters that are somehow in
1124 * the shop.
1125 */
1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1128 next = tmp->below;
1129
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133
1134 if (i >= 0)
1135 tmp->move (i);
1136 }
1137 }
1138
1139 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1142
1143 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space.
1145 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1147 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1151 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153
1154 return 0;
1155 }
1156
1157 /* Removed code that checked for multipart objects - it appears that
1158 * the teleport function should be able to handle this just fine.
1159 */
1160 rv = teleport (shop_mat, SHOP_MAT, op);
1161 }
1162 else if (can_pay (op) && get_payment (op))
1163 {
1164 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op);
1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1174 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor.
1179 */
1180 else if (!rv && !is_in_shop (op))
1181 {
1182 opinion = shopkeeper_approval (op->map, op);
1183
1184 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1188 : "The shopkeeper glares at you with contempt."
1189 );
1190 }
1191 }
1192 else
1193 {
1194 /* if we get here, a player tried to leave a shop but was not able
1195 * to afford the items he has. We try to move the player so that
1196 * they are not on the mat anymore
1197 */
1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1199
1200 if (i == -1)
1201 LOG (llevError, "Internal shop-mat problem.\n");
1202 else
1203 {
1204 op->remove ();
1205 op->x += freearr_x[i];
1206 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 }
1209 }
1210
1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1212 return rv;
1213 }
1214
1215 /**
1216 * Handles applying a sign.
1217 */
1218 static void
1219 apply_sign (object *op, object *sign, int autoapply)
1220 {
1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1239 if (sign->stats.food)
1240 {
1241 if (sign->last_eat >= sign->stats.food)
1242 {
1243 if (!sign->move_on)
1244 op->failmsg ("You cannot read it anymore.");
1245
1246 return;
1247 }
1248
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1250 sign->last_eat++;
1251 }
1252
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254 * No way to know for sure. The presumption is basically that if
1255 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us).
1257 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1259 {
1260 op->failmsg ("You are unable to read while blind!");
1261 return;
1262 }
1263
1264 if (op->contr)
1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274 }
1275
1276 static void
1277 move_apply_hole (object *trap, object *victim)
1278 {
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1306 }
1307
1308 /**
1309 * 'victim' moves onto 'trap'
1310 * 'victim' leaves 'trap'
1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1312 *
1313 * originator: Player, monster or other object that caused 'victim' to move
1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1315 * However, some types of traps require an originator to function.
1316 */
1317 void
1318 move_apply (object *trap, object *victim, object *originator)
1319 {
1320 static int recursion_depth = 0;
1321
1322 /* Only exits affect DMs. */
1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1324 return;
1325
1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion.
1328 */
1329 /* The following was changed because it was causing perfeclty correct
1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes.
1334 */
1335 if (recursion_depth >= 500)
1336 {
1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1339 return;
1340 }
1341
1342 recursion_depth++;
1343 if (trap->head)
1344 trap = trap->head;
1345
1346 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347 goto leave;
1348
1349 switch (trap->type)
1350 {
1351 case PLAYERMOVER:
1352 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1353 {
1354 if (!trap->stats.maxsp)
1355 trap->stats.maxsp = 2;
1356
1357 /* Is this correct? From the docs, it doesn't look like it
1358 * should be divided by trap->speed
1359 */
1360 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1361
1362 /* Just put in some sanity check. I think there is a bug in the
1363 * above with some objects have zero speed, and thus the player
1364 * getting permanently paralyzed.
1365 */
1366 if (victim->speed_left < -50.f)
1367 victim->speed_left = -50.f;
1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369 }
1370 goto leave;
1371
1372 case SPINNER:
1373 if (victim->direction)
1374 {
1375 victim->direction = absdir (victim->direction - trap->stats.sp);
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case DIRECTOR:
1381 if (victim->direction && !should_director_abort (trap, victim))
1382 {
1383 victim->direction = trap->stats.sp;
1384 update_turn_face (victim);
1385 }
1386 goto leave;
1387
1388 case BUTTON:
1389 case PEDESTAL:
1390 update_button (trap, originator);
1391 goto leave;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 goto leave;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 goto leave;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 goto leave;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 goto leave;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 {
1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 goto leave;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1442 */
1443 ab_next = ab->above;
1444
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 goto leave;
1458 }
1459
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 goto leave;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim);
1473 goto leave;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 goto leave;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 goto leave;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 goto leave;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 goto leave;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 goto leave;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 goto leave;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 goto leave;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim);
1529 goto leave;
1530
1531 default:
1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 goto leave;
1535 }
1536
1537 leave:
1538 recursion_depth--;
1539 }
1540
1541 /**
1542 * Handles reading a regular (ie not containing a spell) book.
1543 */
1544 static void
1545 apply_book (object *op, object *tmp)
1546 {
1547 int lev_diff;
1548 object *skill_ob;
1549
1550 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1551 {
1552 op->failmsg ("You are unable to read while blind!");
1553 return;
1554 }
1555
1556 if (!tmp->msg)
1557 {
1558 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1559 return;
1560 }
1561
1562 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill);
1564 if (!skill_ob)
1565 {
1566 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1567 return;
1568 }
1569
1570 lev_diff = tmp->level - (skill_ob->level + 5);
1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572 {
1573 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1574 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1575 : lev_diff < 5 ? "This book is beyond your comprehension."
1576 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1577 : lev_diff < 15 ? "This book is way beyond your comprehension."
1578 : "This book is totally beyond your comprehension.");
1579 return;
1580 }
1581
1582 readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 if (player *pl = op->contr)
1585 if (client *ns = pl->ns)
1586 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1587
1588 /* gain xp from reading */
1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1590 { /* only if not read before */
1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1592
1593 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1594 {
1595 /*exp_gain *= 2; because they just identified it too */
1596 SET_FLAG (tmp, FLAG_IDENTIFIED);
1597
1598 if (object *pl = tmp->visible_to ())
1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1600 }
1601
1602 change_exp (op, exp_gain, skill_ob->skill, 0);
1603 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1604 }
1605 }
1606
1607 /**
1608 * Handles the applying of a skill scroll, calling learn_skill straight.
1609 * op is the person learning the skill, tmp is the skill scroll object
1610 */
1611 static void
1612 apply_skillscroll (object *op, object *tmp)
1613 {
1614 switch (learn_skill (op, tmp))
1615 {
1616 case 0:
1617 op->play_sound (sound_find ("generic_fail"));
1618 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1619 break;
1620
1621 case 1:
1622 tmp->decrease ();
1623 op->play_sound (sound_find ("skill_learn"));
1624 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1625 break;
1626
1627 default:
1628 tmp->decrease ();
1629 op->play_sound (sound_find ("generic_fail"));
1630 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1631 break;
1632 }
1633 }
1634
1635 /**
1636 * Actually makes op learn spell.
1637 * Informs player of what happens.
1638 */
1639 void
1640 do_learn_spell (object *op, object *spell, int special_prayer)
1641 {
1642 object *tmp;
1643
1644 if (op->type != PLAYER)
1645 {
1646 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1647 return;
1648 }
1649
1650 /* Upgrade special prayers to normal prayers */
1651 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1652 {
1653 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1654 {
1655 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1656 return;
1657 }
1658 return;
1659 }
1660
1661 op->contr->play_sound (sound_find ("learn_spell"));
1662
1663 tmp = spell->clone ();
1664 insert_ob_in_ob (tmp, op);
1665
1666 if (special_prayer)
1667 SET_FLAG (tmp, FLAG_STARTEQUIP);
1668
1669 esrv_add_spells (op->contr, tmp);
1670 }
1671
1672 /**
1673 * Erases spell from player's inventory.
1674 */
1675 void
1676 do_forget_spell (object *op, const char *spell)
1677 {
1678 object *spob;
1679
1680 if (op->type != PLAYER)
1681 {
1682 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1683 return;
1684 }
1685 if ((spob = check_spell_known (op, spell)) == NULL)
1686 {
1687 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1688 return;
1689 }
1690
1691 op->failmsg (format ("You lose knowledge of %s.", spell));
1692 player_unready_range_ob (op->contr, spob);
1693 esrv_remove_spell (op->contr, spob);
1694 spob->destroy ();
1695 }
1696
1697 /**
1698 * Handles player applying a spellbook.
1699 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1700 * stuff like that. Random learning failure too.
1701 */
1702 static void
1703 apply_spellbook (object *op, object *tmp)
1704 {
1705 object *skop, *spell, *spell_skill;
1706
1707 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1708 {
1709 op->failmsg ("You are unable to read while blind.");
1710 return;
1711 }
1712
1713 /* artifact_spellbooks have 'slaying' field point to a spell name,
1714 * instead of having their spell stored in stats.sp. These are
1715 * legacy spellbooks
1716 */
1717 if (tmp->slaying)
1718 {
1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1720 if (!spell)
1721 {
1722 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1723 return;
1724 }
1725 else
1726 insert_ob_in_ob (spell, tmp);
1727
1728 tmp->slaying = 0;
1729 }
1730
1731 skop = find_skill_by_name (op, tmp->skill);
1732
1733 /* need a literacy skill to learn spells. Also, having a literacy level
1734 * lower than the spell will make learning the spell more difficult */
1735 if (!skop)
1736 {
1737 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1738 return;
1739 }
1740
1741 spell = tmp->inv;
1742
1743 if (!spell)
1744 {
1745 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1747 return;
1748 }
1749
1750 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1751 {
1752 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1753 return;
1754 }
1755
1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1757
1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1759 identify (tmp);
1760
1761 /* I removed the check for special_prayer_mark here - it didn't make
1762 * a lot of sense - special prayers are not found in spellbooks, and
1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1764 * they would have a special prayer mark.
1765 */
1766 if (check_spell_known (op, spell->name))
1767 {
1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1769 return;
1770 }
1771
1772 if (spell->skill)
1773 {
1774 spell_skill = find_skill_by_name (op, spell->skill);
1775
1776 if (!spell_skill)
1777 {
1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1779 return;
1780 }
1781
1782 if (spell_skill->level < spell->level)
1783 {
1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1785 return;
1786 }
1787 }
1788
1789 /* Logic as follows
1790 *
1791 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1792 *
1793 * 2- The learner's skill level in literacy adjusts the chance to learn
1794 * a spell.
1795 *
1796 * 3 -Automatically fail to learn if you read while confused
1797 *
1798 * Overall, chances are the same but a player will find having a high
1799 * literacy rate very useful! -b.t.
1800 */
1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1802 {
1803 op->failmsg ("In your confused state you flub the wording of the text!");
1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1805 }
1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1808 {
1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1810 do_learn_spell (op, spell, 0);
1811
1812 /* xp gain to literacy for spell learning */
1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1815 }
1816 else
1817 {
1818 op->contr->play_sound (sound_find ("fumble_spell"));
1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1820 }
1821
1822 tmp->decrease ();
1823 }
1824
1825 /**
1826 * Handles applying a spell scroll.
1827 */
1828 void
1829 apply_scroll (object *op, object *tmp, int dir)
1830 {
1831 object *skop;
1832
1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1834 {
1835 op->failmsg ("You are unable to read while blind.");
1836 return;
1837 }
1838
1839 if (!tmp->inv || tmp->inv->type != SPELL)
1840 {
1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1842 return;
1843 }
1844
1845 if (op->type == PLAYER)
1846 {
1847 /* players need a literacy skill to read stuff! */
1848 int exp_gain = 0;
1849
1850 /* hard code literacy - tmp->skill points to where the exp
1851 * should go for anything killed by the spell.
1852 */
1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1854
1855 if (!skop)
1856 {
1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1858 return;
1859 }
1860
1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1862 change_exp (op, exp_gain, skop->skill, 0);
1863 }
1864
1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1866 identify (tmp);
1867
1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 tmp->decrease ();
1872 }
1873
1874 /**
1875 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure
1877 * chest.
1878 */
1879 static void
1880 apply_treasure (object *op, object *tmp)
1881 {
1882 /* Nice side effect of this treasure creation method is that the treasure
1883 * for the chest is done when the chest is created, and put into the chest
1884 * inventory. So that when the chest burns up, the items still exist. Also
1885 * prevents people from moving chests to more difficult maps to get better
1886 * treasure
1887 */
1888 object *treas = tmp->inv;
1889
1890 if (!treas)
1891 {
1892 op->statusmsg ("The chest was empty.");
1893 tmp->decrease ();
1894 return;
1895 }
1896
1897 while (tmp->inv)
1898 {
1899 treas = tmp->inv;
1900 treas->remove ();
1901
1902 treas->x = op->x;
1903 treas->y = op->y;
1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1905
1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1907 spring_trap (treas, op);
1908
1909 /* If either player or container was destroyed, no need to do
1910 * further processing. I think this should be enclused with
1911 * spring trap above, as I don't think there is otherwise
1912 * any way for the treasure chest or player to get killed.
1913 */
1914 if (op->destroyed () || tmp->destroyed ())
1915 break;
1916 }
1917
1918 if (!tmp->destroyed () && !tmp->inv)
1919 tmp->decrease (true);
1920 }
1921
1922 /**
1923 * op eats food.
1924 * If player, takes care of messages and dragon special food.
1925 */
1926 static void
1927 apply_food (object *op, object *tmp)
1928 {
1929 int capacity_remaining;
1930
1931 if (op->type != PLAYER)
1932 op->stats.hp = op->stats.maxhp;
1933 else
1934 {
1935 /* check if this is a dragon (player), eating some flesh */
1936 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1937 ;
1938 else
1939 {
1940 /* usual case - no dragon meal: */
1941 if (op->stats.food + tmp->stats.food > 999)
1942 {
1943 if (tmp->type == FOOD || tmp->type == FLESH)
1944 op->failmsg ("You feel full, but what a waste of food!");
1945 else
1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 const char *buf;
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 /* eating message for dragon players */
1971 buf = format ("The %s tasted terrible!", &tmp->name);
1972
1973 op->statusmsg (buf);
1974
1975 capacity_remaining = 999 - op->stats.food;
1976 op->stats.food += tmp->stats.food;
1977 if (capacity_remaining < tmp->stats.food)
1978 op->stats.hp += capacity_remaining / 50;
1979 else
1980 op->stats.hp += tmp->stats.food / 50;
1981
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993
1994 handle_apply_yield (tmp);
1995 tmp->decrease ();
1996 }
1997
1998 /**
1999 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved.
2001 *
2002 * attributes:
2003 * object *op the object (dragon player) eating the flesh
2004 * object *meal the flesh item, getting chewed in dragon's mouth
2005 * return:
2006 * int 1 if eating successful, 0 if it doesn't work
2007 */
2008 int
2009 dragon_eat_flesh (object *op, object *meal)
2010 {
2011 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */
2014
2015 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */
2021 int i; /* index */
2022
2023 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0;
2026
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */
2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE)
2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp;
2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp;
2035
2036 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL)
2039 return 0;
2040
2041 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50;
2044 else
2045 op->stats.hp += meal->stats.food / 50;
2046
2047 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053
2054 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2059 /* got positive resistance, now calculate improvement chance (0-100) */
2060
2061 /* this bonus makes resistance increase easier at lower levels */
2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063 if (i == abil->stats.exp)
2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2065
2066 /* monster bonus increases with level, because high-level
2067 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level);
2069
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i];
2072
2073 if (chance >= 0.)
2074 chance += 1.;
2075 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077
2078 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080
2081 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.);
2084
2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2088 atnr_winner[winners] = i;
2089 winners++;
2090 }
2091
2092 if (chance >= 0.01)
2093 totalchance *= 1 - chance / 100;
2094
2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096 }
2097 }
2098
2099 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100;
2101
2102 /* print message according to totalchance */
2103 const char *buf;
2104 if (totalchance > 50.)
2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.)
2107 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.)
2109 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1)
2111 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01)
2113 buf = format ("The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 buf = format ("The %s tasted strange.", &meal->name);
2116 else
2117 buf = format ("The %s had no taste.", &meal->name);
2118
2119 op->statusmsg (buf);
2120
2121 /* now choose a winner if we have any */
2122 i = -1;
2123 if (winners > 0)
2124 i = atnr_winner [rndm (winners)];
2125
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2128 /* resistance increased! */
2129 skin->resist[i]++;
2130 op->update_stats ();
2131
2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 }
2134
2135 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */
2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140
2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2147 ));
2148 else
2149 {
2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2151 abil->last_eat = 0;
2152 }
2153 }
2154
2155 return 1;
2156 }
2157
2158 /**
2159 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour.
2161 */
2162 static void
2163 apply_armour_improver (object *op, object *tmp)
2164 {
2165 object *armor;
2166
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 {
2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 return;
2171 }
2172
2173 armor = find_marked_object (op);
2174
2175 if (!armor)
2176 {
2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return;
2179 }
2180
2181 if (armor->type != ARMOUR
2182 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 {
2185 op->failmsg ("Your marked item is not armour!\n");
2186 return;
2187 }
2188
2189 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor);
2191 }
2192
2193 void
2194 apply_poison (object *op, object *tmp)
2195 {
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2201 if (op->type == PLAYER)
2202 {
2203 op->contr->play_sound (sound_find ("drink_poison"));
2204 op->failmsg ("Yech! That tasted poisonous!");
2205 op->contr->killer = poison;
2206 }
2207
2208 if (poison->stats.hp > 0)
2209 {
2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2212 }
2213
2214 op->stats.food -= op->stats.food / 4;
2215 poison->destroy ();
2216 }
2217
2218 /**
2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2220 * A valid 2 way exit means:
2221 * -You can come back (there is another exit at the other side)
2222 * -You are
2223 * ° the owner of the exit
2224 * ° or in the same party as the owner
2225 *
2226 * Note: a owner in a 2 way exit is saved as the owner's name
2227 * in the field exit->name cause the field exit->owner doesn't
2228 * survive in the swapping (in fact the whole exit doesn't survive).
2229 */
2230 int
2231 is_legal_2ways_exit (object *op, object *exit)
2232 {
2233 if (exit->stats.exp != 1)
2234 return 1; /*This is not a 2 way, so it is legal */
2235
2236 #if 0 //TODO
2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2238 return 0; /* This is a reset town portal */
2239 #endif
2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2244
2245 if (exitmap)
2246 {
2247 exitmap->load_sync ();
2248
2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2251 if (!tmp)
2252 return 0;
2253
2254 for (; tmp; tmp = tmp->above)
2255 {
2256 if (tmp->type != EXIT)
2257 continue; /*Not an exit */
2258
2259 if (!EXIT_PATH (tmp))
2260 continue; /*Not a valid exit */
2261
2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2263 continue; /*Not in the same place */
2264
2265 if (exit->map->path != EXIT_PATH (tmp))
2266 continue; /*Not in the same map */
2267
2268 /* From here we have found the exit is valid. However we do
2269 * here the check of the exit owner. It is important for the
2270 * town portals to prevent strangers from visiting your appartments
2271 */
2272 if (!exit->race)
2273 return 1; /*No owner, free for all! */
2274
2275 object *exit_owner = 0;
2276
2277 for_all_players (pp)
2278 {
2279 if (!pp->ob)
2280 continue;
2281
2282 if (pp->ob->name != exit->race)
2283 continue;
2284
2285 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2286 break;
2287 }
2288
2289 if (!exit_owner)
2290 return 0; /* No more owner */
2291
2292 if (exit_owner->contr == op->contr)
2293 return 1; /*It is your exit */
2294
2295 if (exit_owner && /*There is a owner */
2296 (op->contr) && /*A player tries to pass */
2297 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2298 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2299 return 0;
2300
2301 return 1;
2302 }
2303 }
2304
2305 return 0;
2306 }
2307
2308 /**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * ligher - the lighter or 0 if a lighter has yet to be found
2316 */
2317 object *auto_apply_lighter (object *who, object *op, object *lighter)
2318 {
2319 if (lighter == 0)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 {
2323 if (tmp->type == LIGHTER)
2324 {
2325 lighter = tmp;
2326 break;
2327 }
2328 }
2329
2330 if (!lighter)
2331 {
2332 who->failmsg (format (
2333 "You can't light up the %s with your bare hands! "
2334 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 &op->name));
2336 return 0;
2337 }
2338 }
2339
2340 // last_eat == 0 means the lighter is not being used up!
2341 if (lighter->last_eat && lighter->stats.food)
2342 {
2343 /* lighter gets used up */
2344 lighter = lighter->split ();
2345 lighter->stats.food--;
2346 who->insert (lighter);
2347 }
2348 else if (lighter->last_eat)
2349 {
2350 /* no charges left in lighter */
2351 who->failmsg (format (
2352 "You attempt to light the %s with a used up %s.",
2353 &op->name, &lighter->name));
2354 return 0;
2355 }
2356
2357 return lighter;
2358 }
2359
2360 /**
2361 * Designed primarily to light torches/lanterns/etc.
2362 * Also burns up burnable material too. First object in the inventory is
2363 * the selected object to "burn". -b.t.
2364 */
2365 void
2366 apply_lighter (object *who, object *lighter)
2367 {
2368 object *item;
2369 int is_player_env = 0;
2370
2371 item = find_marked_object (who);
2372 if (item)
2373 {
2374 if (!auto_apply_lighter (who, 0, lighter))
2375 return;
2376
2377 /* Perhaps we should split what we are trying to light on fire?
2378 * I can't see many times when you would want to light multiple
2379 * objects at once.
2380 */
2381
2382 save_throw_object (item, AT_FIRE, who);
2383
2384 if (item->destroyed ()
2385 || ((item->type == LAMP || item->type == TORCH)
2386 && item->glow_radius > 0))
2387 who->statusmsg (format (
2388 "You light the %s with the %s.",
2389 &item->name, &lighter->name));
2390 else
2391 who->failmsg (format (
2392 "You attempt to light the %s with the %s and fail.",
2393 &item->name, &lighter->name));
2394 }
2395 else
2396 who->failmsg ("You need to mark a lightable object.");
2397 }
2398
2399 /**
2400 * This function generates a cursed effect for cursed lamps and torches.
2401 */
2402 void player_apply_lamp_cursed_effect (object *who, object *op)
2403 {
2404 if (op->level)
2405 {
2406 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!",
2408 &op->name));
2409 create_exploding_ball_at (who, op->level);
2410 }
2411 else
2412 {
2413 who->failmsg (format (
2414 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415 &op->name));
2416 }
2417
2418 op->destroy ();
2419 }
2420
2421 /**
2422 * Apply for players and lamps
2423 *
2424 * who - the player
2425 * op - the lamp
2426 */
2427 void player_apply_lamp (object *who, object *op)
2428 {
2429 bool switch_on = op->glow_radius ? false : true;
2430
2431 if (switch_on)
2432 {
2433 object *lighter = 0;
2434
2435 if (op->flag [FLAG_IS_LIGHTABLE]
2436 && !(lighter = auto_apply_lighter (who, op, 0)))
2437 return;
2438
2439 if (op->stats.food < 1)
2440 {
2441 if (op->type == LAMP)
2442 who->failmsg (format (
2443 "The %s is out of fuel! "
2444 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445 &op->name));
2446 else
2447 who->failmsg (format (
2448 "The %s is burnt out! "
2449 "H<Torches and similar items burn out and become worthless.>",
2450 &op->name));
2451 return;
2452 }
2453
2454 if (op->flag [FLAG_CURSED])
2455 {
2456 player_apply_lamp_cursed_effect (who, op);
2457 return;
2458 }
2459
2460 if (lighter)
2461 who->statusmsg (format (
2462 "You light up the %s with the %s.", &op->name, &lighter->name));
2463 else
2464 who->statusmsg (format ("You light up the %s.", &op->name));
2465 }
2466 else
2467 {
2468 if (op->flag [FLAG_CURSED])
2469 {
2470 player_apply_lamp_cursed_effect (who, op);
2471 return;
2472 }
2473
2474 if (op->type == TORCH)
2475 {
2476 if (!op->flag [FLAG_IS_LIGHTABLE])
2477 {
2478 who->statusmsg (format (
2479 "You put out the %s. "
2480 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481 &op->name, &op->name));
2482 }
2483 else
2484 who->statusmsg (format (
2485 "You put out the %s."
2486 "H<Torches wear out if you put them out.>",
2487 &op->name));
2488 }
2489 else
2490 who->statusmsg (format ("You turn off the %s.", &op->name));
2491 }
2492
2493 apply_lamp (op, switch_on);
2494 }
2495
2496 void get_animation_from_arch (object *op, arch_ptr a)
2497 {
2498 op->animation_id = a->animation_id;
2499 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501 op->anim_speed = a->anim_speed;
2502 op->last_anim = 0;
2503 op->state = 0;
2504 op->face = a->face;
2505
2506 if (NUM_ANIMATIONS(op) > 1)
2507 {
2508 SET_ANIMATION(op, 0);
2509 animate_object (op, op->direction);
2510 }
2511 else
2512 update_object (op, UP_OBJ_FACE);
2513 }
2514
2515 /**
2516 * Apply for LAMPs and TORCHes.
2517 *
2518 * op - the lamp
2519 * switch_on - a flag which says whether the lamp should be switched on or off
2520 */
2521 void apply_lamp (object *op, bool switch_on)
2522 {
2523 op->set_glow_radius (switch_on ? op->range : 0);
2524 op->set_speed (switch_on ? op->arch->speed : 0);
2525
2526 // torches wear out if you put them out
2527 if (op->type == TORCH && !switch_on)
2528 {
2529 if (op->flag [FLAG_IS_LIGHTABLE])
2530 {
2531 op->stats.food -= (double) op->arch->stats.food / 15;
2532 if (op->stats.food < 0)
2533 op->stats.food = 0;
2534 }
2535 else
2536 op->stats.food = 0;
2537 }
2538
2539 // lamps and torched get worthless when used up
2540 if (op->stats.food <= 0)
2541 op->value = 0;
2542
2543 // FIXME: This is a hack to make the more sane torches and lamps
2544 // still animated ;-/
2545 if (op->other_arch)
2546 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547
2548 if (object *pl = op->visible_to ())
2549 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2550 }
2551
2552 /**
2553 * Main apply handler.
2554 *
2555 * Checks for unpaid items before applying.
2556 *
2557 * Return value:
2558 * 0: player or monster can't apply objects of that type
2559 * 1: has been applied, or there was an error applying the object
2560 * 2: objects of that type can't be applied if not in inventory
2561 *
2562 * who is the object that is causing object to be applied, op is the object
2563 * being applied.
2564 *
2565 * aflag is special (always apply/unapply) flags. Nothing is done with
2566 * them in this function - they are passed to apply_special
2567 */
2568 int
2569 manual_apply (object *who, object *op, int aflag)
2570 {
2571 op = op->head_ ();
2572
2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2574 {
2575 if (who->type == PLAYER)
2576 {
2577 examine (who, op);
2578 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2579 return 1;
2580 }
2581 else
2582 return 0; /* monsters just skip unpaid items */
2583 }
2584
2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2586 return RESULT_INT (0);
2587
2588 switch (op->type)
2589 {
2590 case CF_HANDLE:
2591 who->play_sound (sound_find ("turn_handle"));
2592 who->statusmsg ("You turn the handle.");
2593 op->value = op->value ? 0 : 1;
2594 SET_ANIMATION (op, op->value);
2595 update_object (op, UP_OBJ_FACE);
2596 push_button (op, who);
2597 return 1;
2598
2599 case TRIGGER:
2600 if (check_trigger (op, who))
2601 {
2602 who->statusmsg ("You turn the handle.");
2603 who->play_sound (sound_find ("turn_handle"));
2604 }
2605 else
2606 who->failmsg ("The handle doesn't move.");
2607
2608 return 1;
2609
2610 case EXIT:
2611 if (who->type != PLAYER)
2612 return 0;
2613
2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2615 who->failmsg (format ("The %s is closed.", query_name (op)));
2616 else
2617 {
2618 /* Don't display messages for random maps. */
2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2620 who->statusmsg (op->msg, NDI_NAVY);
2621
2622 who->enter_exit (op);
2623 }
2624
2625 return 1;
2626
2627 case INSCRIBABLE:
2628 who->statusmsg (op->msg);
2629 // maybe show a spell menu to chose from or something like that
2630 return 1;
2631
2632 case SIGN:
2633 apply_sign (who, op, 0);
2634 return 1;
2635
2636 case BOOK:
2637 if (who->type == PLAYER)
2638 {
2639 apply_book (who, op);
2640 return 1;
2641 }
2642 else
2643 return 0;
2644
2645 case SKILLSCROLL:
2646 if (who->type == PLAYER)
2647 {
2648 apply_skillscroll (who, op);
2649 return 1;
2650 }
2651 else
2652 return 0;
2653
2654 case SPELLBOOK:
2655 if (who->type == PLAYER)
2656 {
2657 apply_spellbook (who, op);
2658 return 1;
2659 }
2660 else
2661 return 0;
2662
2663 case SCROLL:
2664 apply_scroll (who, op, 0);
2665 return 1;
2666
2667 case POTION:
2668 apply_potion (who, op);
2669 return 1;
2670
2671 /* Eneq(@csd.uu.se): Handle apply on containers. */
2672 //TODO: remove, as it is unsed?
2673 case CLOSE_CON:
2674 apply_container (who, op->env);
2675 return 1;
2676
2677 case CONTAINER:
2678 apply_container (who, op);
2679 return 1;
2680
2681 case TREASURE:
2682 if (who->type == PLAYER)
2683 {
2684 apply_treasure (who, op);
2685 return 1;
2686 }
2687 else
2688 return 0;
2689
2690 case LAMP:
2691 case TORCH:
2692 player_apply_lamp (who, op);
2693 return 1;
2694
2695 case WEAPON:
2696 case ARMOUR:
2697 case BOOTS:
2698 case GLOVES:
2699 case AMULET:
2700 case GIRDLE:
2701 case BRACERS:
2702 case SHIELD:
2703 case HELMET:
2704 case RING:
2705 case CLOAK:
2706 case WAND:
2707 case ROD:
2708 case HORN:
2709 case SKILL:
2710 case BOW:
2711 case BUILDER:
2712 case SKILL_TOOL:
2713 if (op->env != who)
2714 return 2; /* not in inventory */
2715
2716 apply_special (who, op, aflag);
2717 return 1;
2718
2719 case DRINK:
2720 case FOOD:
2721 case FLESH:
2722 apply_food (who, op);
2723 return 1;
2724
2725 case POISON:
2726 apply_poison (who, op);
2727 return 1;
2728
2729 case SAVEBED:
2730 return 1;
2731
2732 case ARMOUR_IMPROVER:
2733 if (who->type == PLAYER)
2734 {
2735 apply_armour_improver (who, op);
2736 return 1;
2737 }
2738 else
2739 return 0;
2740
2741 case WEAPON_IMPROVER:
2742 check_improve_weapon (who, op);
2743 return 1;
2744
2745 case CLOCK:
2746 if (who->type == PLAYER)
2747 {
2748 char buf[MAX_BUF];
2749 timeofday_t tod;
2750
2751 get_tod (&tod);
2752 who->play_sound (sound_find ("sound_clock"));
2753 who->statusmsg (format (
2754 "It is %d minute%s past %d o'clock %s",
2755 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2756 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2757 ));
2758 return 1;
2759 }
2760 else
2761 return 0;
2762
2763 case MENU:
2764 if (who->type == PLAYER)
2765 {
2766 shop_listing (op, who);
2767 return 1;
2768 }
2769 else
2770 return 0;
2771
2772 case POWER_CRYSTAL:
2773 apply_power_crystal (who, op); /* see egoitem.c */
2774 return 1;
2775
2776 case LIGHTER: /* for lighting torches/lanterns/etc */
2777 if (who->type == PLAYER)
2778 {
2779 apply_lighter (who, op);
2780 return 1;
2781 }
2782 else
2783 return 0;
2784
2785 case ITEM_TRANSFORMER:
2786 apply_item_transformer (who, op);
2787 return 1;
2788
2789 default:
2790 return 0;
2791 }
2792 }
2793
2794 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2795 * messages as needed by player_apply_below(). But there can still be
2796 * "but you are floating high above the ground" messages.
2797 *
2798 * Same return value as apply() function.
2799 */
2800 int
2801 player_apply (object *pl, object *op, int aflag, int quiet)
2802 {
2803 if (!op->env && (pl->move_type & MOVE_FLYING))
2804 {
2805 /* player is flying and applying object not in inventory */
2806 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2807 {
2808 pl->failmsg ("But you are floating high above the ground! "
2809 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2810 "or waiting till the levitation effect wears off.>");
2811 return 0;
2812 }
2813 }
2814
2815 pl->contr->last_used = op;
2816
2817 int tmp = manual_apply (pl, op, aflag);
2818
2819 if (!quiet)
2820 {
2821 if (tmp == 0)
2822 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 else if (tmp == 2)
2824 pl->failmsg ("You must get it first!\n");
2825 }
2826
2827 return tmp;
2828 }
2829
2830 /**
2831 * player_apply_below attempts to apply the object 'below' the player.
2832 * If the player has an open container, we use that for below, otherwise
2833 * we use the ground.
2834 */
2835 void
2836 player_apply_below (object *pl)
2837 {
2838 int floors = 0;
2839
2840 /* If using a container, set the starting item to be the top
2841 * item in the container. Otherwise, use the map.
2842 * This is perhaps more complicated. However, I want to make sure that
2843 * we don't use a corrupt pointer for the next object, so we get the
2844 * next object in the stack before applying. This is can only be a
2845 * problem if player_apply() has a bug in that it uses the object but does
2846 * not return a proper value.
2847 */
2848 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2849 {
2850 next = tmp->below;
2851
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++;
2854 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */
2856
2857 /* If it is visible, player can apply it. If it is applied by
2858 * person moving on it, also activate. Added code to make it
2859 * so that at least one of players movement types be that which
2860 * the item needs.
2861 */
2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2863 if (player_apply (pl, tmp, 0, 1) == 1)
2864 return;
2865
2866 if (floors >= 2)
2867 return; /* process at most two floor objects */
2868 }
2869 }
2870
2871 /**
2872 * Unapplies specified item.
2873 * No check done on cursed/damned.
2874 * Break this out of apply_special - this is just done
2875 * to keep the size of apply_special to a more managable size.
2876 */
2877 static int
2878 unapply_special (object *who, object *op, int aflags)
2879 {
2880 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2881 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 return RESULT_INT (0);
2883
2884 CLEAR_FLAG (op, FLAG_APPLIED);
2885
2886 switch (op->type)
2887 {
2888 case SKILL_TOOL:
2889 // unapplying a skill tool should also unapply the skill it governs
2890 // but this is hard, as it shouldn't do so when the skill can
2891 // be used for other reasons
2892 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2893 if (tmp->skill == op->skill
2894 && tmp->type == SKILL
2895 && tmp->flag [FLAG_APPLIED]
2896 && !tmp->flag [FLAG_CAN_USE_SKILL])
2897 unapply_special (who, tmp, 0);
2898
2899 change_abil (who, op);
2900 break;
2901
2902 case WEAPON:
2903 if (player *pl = who->contr)
2904 if (op == pl->combat_ob)
2905 {
2906 pl->combat_ob = 0;
2907 who->change_weapon (pl->ranged_ob);
2908 }
2909
2910 who->statusmsg (format ("You unwield %s.", query_name (op)));
2911
2912 change_abil (who, op);
2913 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2914 break;
2915
2916 case SKILL:
2917 if (who->contr)
2918 {
2919 if (IS_COMBAT_SKILL (op->subtype))
2920 who->change_weapon (who->contr->combat_ob = 0);
2921 else if (IS_RANGED_SKILL (op->subtype))
2922 who->change_weapon (who->contr->ranged_ob = 0);
2923
2924 if (op->invisible)
2925 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2926 else
2927 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2928 }
2929
2930 change_abil (who, op);
2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break;
2933
2934 case ARMOUR:
2935 case HELMET:
2936 case SHIELD:
2937 case RING:
2938 case BOOTS:
2939 case GLOVES:
2940 case AMULET:
2941 case GIRDLE:
2942 case BRACERS:
2943 case CLOAK:
2944 who->statusmsg (format ("You unwear %s.", query_name (op)));
2945 change_abil (who, op);
2946 break;
2947
2948 case BOW:
2949 case WAND:
2950 case ROD:
2951 case HORN:
2952 if (player *pl = who->contr)
2953 {
2954 if (op == pl->ranged_ob)
2955 {
2956 pl->ranged_ob = 0;
2957 who->change_weapon (pl->combat_ob);
2958 }
2959
2960 who->statusmsg (format ("You unready %s.", query_name (op)));
2961 }
2962 else
2963 {
2964 who->change_skill (0);
2965
2966 if (op->type == BOW)
2967 CLEAR_FLAG (who, FLAG_READY_BOW);
2968 else
2969 CLEAR_FLAG (who, FLAG_READY_RANGE);
2970 }
2971
2972 break;
2973
2974 case BUILDER:
2975 if (who->contr)
2976 who->statusmsg (format ("You unready %s.", query_name (op)));
2977 break;
2978
2979 default:
2980 who->statusmsg (format ("You unapply %s.", query_name (op)));
2981 break;
2982 }
2983
2984 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2985 if (object *pl = op->visible_to ())
2986 esrv_send_item (pl, op);
2987
2988 who->update_stats ();
2989
2990 return 0;
2991 }
2992
2993 /**
2994 * Returns the object that is using location 'loc'.
2995 * Note that 'start' is the first object to start examing - we
2996 * then go through the below of this. In this way, you can do
2997 * something like:
2998 * tmp = get_next_item_from_body_location(who->inv, 1);
2999 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3000 * to find the second object that may use this location, etc.
3001 * Returns NULL if no match is found.
3002 * loc is the index into the array we are looking for a match.
3003 * don't return invisible objects unless they are skill objects
3004 * invisible other objects that use
3005 * up body locations can be used as restrictions.
3006 */
3007 static object *
3008 get_next_item_from_body_location (int loc, object *start)
3009 {
3010 for (object *tmp = start; tmp; tmp = tmp->below)
3011 if (tmp->flag [FLAG_APPLIED]
3012 && tmp->slot[loc].info
3013 && (!tmp->invisible || tmp->type == SKILL))
3014 return tmp;
3015
3016 return 0;
3017 }
3018
3019 /**
3020 * 'op' wants to apply an object, but can't because of other equipment.
3021 * This should only be called when it is known
3022 * that there are objects to unapply. This makes pretty heavy
3023 * use of get_item_from_body_location. It makes no intelligent choice
3024 * on objects - rather, the first that is matched is used.
3025 * Returns 0 on success, returns 1 if there is some problem.
3026 * if aflags is AP_PRINT, we instead print out waht to unapply
3027 * instead of doing it. This is a lot less code than having
3028 * another function that does just that.
3029 */
3030
3031 #define CANNOT_REMOVE_CURSED \
3032 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3033 "Praying over an altar, scrolls of remove curse/damnation, " \
3034 "priests or even other players might help.>"
3035
3036 int
3037 unapply_for_ob (object *who, object *op, int aflags)
3038 {
3039 if (op->is_range ())
3040 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3042 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3043 {
3044 if (aflags & AP_PRINT)
3045 who->failmsg (query_name (tmp));
3046 else
3047 unapply_special (who, tmp, aflags);
3048 }
3049 else
3050 {
3051 /* In this case, we want to try and remove a cursed item.
3052 * While we know it won't work, we want unapply_special to
3053 * at least generate the message.
3054 */
3055 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3056 return 1;
3057 }
3058
3059 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 {
3061 /* this used up a slot that we need to free */
3062 if (op->slot[i].info)
3063 {
3064 object *last = who->inv;
3065
3066 /* We do a while loop - may need to remove several items in order
3067 * to free up enough slots.
3068 */
3069 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 {
3071 object *tmp = get_next_item_from_body_location (i, last);
3072
3073 if (!tmp)
3074 {
3075 #if 0
3076 /* Not a bug - we'll get this if the player has cursed items
3077 * equipped.
3078 */
3079 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3080 #endif
3081 return 1;
3082 }
3083
3084 /* If we are just printing, we don't care about cursed status */
3085 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3086 {
3087 if (aflags & AP_PRINT)
3088 who->failmsg (query_name (tmp));
3089 else
3090 unapply_special (who, tmp, aflags);
3091 }
3092 else
3093 {
3094 /* Cursed item that we can't unequip - tell the player.
3095 * Note this could be annoying if this is just one of a few,
3096 * so it may not be critical (eg, putting on a ring and you have
3097 * one cursed ring.)
3098 */
3099 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3100 }
3101
3102 last = tmp->below;
3103 }
3104 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3105 * return in the !tmp would have kicked in.
3106 */
3107 } /* if op is using this body location */
3108 } /* for body lcoations */
3109
3110 return 0;
3111 }
3112
3113 /**
3114 * Checks to see if 'who' can apply object 'op'.
3115 * Returns 0 if apply can be done without anything special.
3116 * Otherwise returns a bitmask - potentially several of these may be
3117 * set, but largely depends on circumstance - in the future, processing
3118 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3119 * is set, do we really care what the other flags may be?)
3120 *
3121 * See include/define.h for detailed description of the meaning of
3122 * these return values.
3123 */
3124 int
3125 can_apply_object (object *who, object *op)
3126 {
3127 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3128 return RESULT_INT (0);
3129
3130 int retval = 0;
3131 object *tmp = 0, *ws = 0;
3132
3133 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3134 {
3135 if (op->slot[i].info)
3136 {
3137 /* Item uses more slots than we have */
3138 if (who->slot[i].info + op->slot [i].info < 0)
3139 {
3140 /* Could return now for efficiency - rest of info below isn't
3141 * really needed.
3142 */
3143 retval |= CAN_APPLY_NEVER;
3144 }
3145 else if (who->slot[i].used + op->slot[i].info < 0)
3146 {
3147 /* in this case, equipping this would use more free spots than
3148 * we have.
3149 */
3150
3151 /* if we have an applied weapon/shield, and unapply it would free
3152 * enough slots to equip the new item, then just set "can
3153 * apply unapply". We don't care about the logic below - if you have a
3154 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied
3157 * may be two handed for example.
3158 */
3159 if (ws)
3160 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 {
3162 retval |= CAN_APPLY_UNAPPLY;
3163 continue;
3164 }
3165
3166 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1)
3168 {
3169 #if 0
3170 /* This is sort of an error, but happens a lot when old players
3171 * join in with more stuff equipped than they are now allowed.
3172 */
3173 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3174 #endif
3175 retval |= CAN_APPLY_NEVER;
3176 }
3177 else
3178 {
3179 /* need to unapply something. However, if this something
3180 * is different than we had found before, it means they need
3181 * to apply multiple objects
3182 */
3183 retval |= CAN_APPLY_UNAPPLY;
3184
3185 if (!tmp)
3186 tmp = tmp1;
3187 else if (tmp != tmp1)
3188 retval |= CAN_APPLY_UNAPPLY_MULT;
3189
3190 /* This object isn't using up all the slots, so there must
3191 * be another. If so, and it the new item doesn't need all
3192 * the slots, the player then has a choice.
3193 */
3194 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3195 && abs (op->slot[i].info) < who->slot[i].info)
3196 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3197
3198 /* Does unequippint 'tmp1' free up enough slots for this to be
3199 * equipped? If not, there must be something else to unapply.
3200 */
3201 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3202 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 }
3204 } /* if not enough free slots */
3205 } /* if this object uses location i */
3206 } /* for i -> num_body_locations loop */
3207
3208 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3209 * really be controlled by use of body locations. We do have
3210 * the weapon/shield checks, and the range checks for monsters,
3211 * because you can't control those just by body location - bows, shields,
3212 * and weapons all use the same slot. Similar for horn/rod/wand - they
3213 * all use the same location.
3214 */
3215 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3216 retval |= CAN_APPLY_RESTRICTION;
3217
3218 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3219 retval |= CAN_APPLY_RESTRICTION;
3220
3221 if (who->type != PLAYER)
3222 {
3223 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3224 retval |= CAN_APPLY_RESTRICTION;
3225
3226 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3227 retval |= CAN_APPLY_RESTRICTION;
3228
3229 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3230 retval |= CAN_APPLY_RESTRICTION;
3231
3232 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3233 retval |= CAN_APPLY_RESTRICTION;
3234 }
3235
3236 return retval;
3237 }
3238
3239 /**
3240 * who is the object using the object. It can be a monster.
3241 * op is the object they are using. op is an equipment type item,
3242 * eg, one which you put on and keep on for a while, and not something
3243 * like a potion or scroll.
3244 *
3245 * function returns 1 if the action could not be completed, 0 on
3246 * success. However, success is a matter of meaning - if the
3247 * user passes the 'apply' flag to an object already applied,
3248 * nothing is done, and 0 is returned.
3249 *
3250 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3251 * AP_UNAPPLY=always unapply).
3252 *
3253 * Optional flags:
3254 * AP_NO_MERGE: don't merge an unapplied object with other objects
3255 * AP_IGNORE_CURSE: unapply cursed items
3256 * AP_NO_READY: do not ready skills when applying skill tools
3257 *
3258 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3259 *
3260 * apply_special() doesn't check for unpaid items.
3261 */
3262
3263 #define LACK_ITEM_POWER \
3264 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3265
3266 int
3267 apply_special (object *who, object *op, int aflags)
3268 {
3269 int basic_flag = aflags & AP_BASIC_FLAGS;
3270 object *tmp, *tmp2, *skop = NULL;
3271
3272 if (who == NULL)
3273 {
3274 LOG (llevError, "apply_special() from object without environment.\n");
3275 return 1;
3276 }
3277
3278 if (op->env != who)
3279 return 1; /* op is not in inventory */
3280
3281 /* trying to unequip op */
3282 if (QUERY_FLAG (op, FLAG_APPLIED))
3283 {
3284 /* always apply, so no reason to unapply */
3285 if (basic_flag == AP_APPLY)
3286 return 0;
3287
3288 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3289 {
3290 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3291 return 1;
3292 }
3293
3294 return unapply_special (who, op, aflags);
3295 }
3296 else if (basic_flag == AP_UNAPPLY)
3297 return 0;
3298
3299 // if the item is combat/ranged, wield the relevant slot first
3300 // to resolve conflicts.
3301 if (player *pl = who->contr)
3302 switch (op->slottype ())
3303 {
3304 case slot_combat: who->change_weapon (pl->combat_ob); break;
3305 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3306 }
3307
3308 splay (op);
3309
3310 /* Can't just apply this object. Lets see what not and what to do */
3311 if (int i = can_apply_object (who, op))
3312 {
3313 if (i & CAN_APPLY_NEVER)
3314 {
3315 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3316 return 1;
3317 }
3318 else if (i & CAN_APPLY_RESTRICTION)
3319 {
3320 who->failmsg (format (
3321 "You have a prohibition against using a %s. "
3322 "H<Your belief, profession or class prevents you from applying this item.>",
3323 query_name (op)
3324 ));
3325 return 1;
3326 }
3327
3328 if (who->type != PLAYER)
3329 {
3330 /* Some error, so don't try to equip something more */
3331 if (unapply_for_ob (who, op, aflags))
3332 return 1;
3333 }
3334 else
3335 {
3336 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3337 {
3338 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3339 unapply_for_ob (who, op, AP_PRINT);
3340 return 1;
3341 }
3342 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3343 if (unapply_for_ob (who, op, aflags))
3344 return 1;
3345 }
3346 }
3347
3348 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3349 {
3350 skop = find_skill_by_name (who, op->skill);
3351
3352 if (!skop)
3353 {
3354 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3355 return 1;
3356 }
3357 else
3358 /* While experience will be credited properly, we want to change the
3359 * skill so that the dam and wc get updated
3360 */
3361 who->change_skill (skop);
3362 }
3363
3364 if (!check_item_power (who, op->item_power))
3365 {
3366 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3367 return 1;
3368 }
3369
3370 /* Ok. We are now at the state where we can apply the new object.
3371 * Note that we don't have the checks for can_use_...
3372 * below - that is already taken care of by can_apply_object.
3373 */
3374 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3375
3376 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3377 return RESULT_INT (0);
3378
3379 switch (op->type)
3380 {
3381 case WEAPON:
3382 //TODO: this obviously fails for players using a shorter prefix
3383 // i.e. "R" can use Ragnarok's sword.
3384 if (op->level && !op->name.starts_with (who->name))
3385 {
3386 /* if the weapon does not have the name as the character, can't use it. */
3387 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3388 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3389
3390 if (tmp)
3391 insert_ob_in_ob (tmp, who);
3392
3393 return 1;
3394 }
3395
3396 if (!skop)
3397 {
3398 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3399 return 1;
3400 }
3401
3402 SET_FLAG (op, FLAG_APPLIED);
3403 who->change_skill (skop);
3404
3405 if (who->contr)
3406 who->change_weapon (who->contr->combat_ob = op);
3407
3408 who->statusmsg (format ("You wield %s.", query_name (op)));
3409
3410 SET_FLAG (who, FLAG_READY_WEAPON);
3411 change_abil (who, op);
3412 break;
3413
3414 case ARMOUR:
3415 case HELMET:
3416 case SHIELD:
3417 case BOOTS:
3418 case GLOVES:
3419 case GIRDLE:
3420 case BRACERS:
3421 case CLOAK:
3422 case RING:
3423 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED);
3425 who->statusmsg (format ("You wear %s.", query_name (op)));
3426 change_abil (who, op);
3427 break;
3428
3429 case SKILL_TOOL:
3430 // applying a skill tool also readies the skill
3431 SET_FLAG (op, FLAG_APPLIED);
3432
3433 if (!(aflags & AP_NO_READY))
3434 {
3435 skop = find_skill_by_name (who, op->skill);
3436 if (!skop->flag [FLAG_APPLIED])
3437 apply_special (who, skop, AP_APPLY);
3438 }
3439 break;
3440
3441 case SKILL:
3442 if (player *pl = who->contr)
3443 {
3444 if (IS_COMBAT_SKILL (op->subtype))
3445 {
3446 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3447 {
3448 for (object *item = who->inv; item; item = item->below)
3449 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3450 {
3451 if (item->skill == op->skill)
3452 {
3453 who->change_weapon (pl->combat_ob = item);
3454 goto found_weapon;
3455 }
3456 }
3457
3458 who->failmsg (format (
3459 "You need to apply a '%s' melee weapon before readying this skill. "
3460 "H<Some skills need an item, in this case a melee weapon, to function.>",
3461 &op->skill
3462 ));
3463 return 1;
3464
3465 found_weapon:;
3466 }
3467 else
3468 who->change_weapon (pl->combat_ob = op);
3469 }
3470 else if (IS_RANGED_SKILL (op->subtype))
3471 {
3472 if (skill_flags [op->subtype] & SF_NEED_BOW)
3473 {
3474 for (object *item = who->inv; item; item = item->below)
3475 if (item->type == BOW && item->flag [FLAG_APPLIED])
3476 {
3477 //TODO: bows should/must all have skill missile weapon right now
3478 who->change_weapon (pl->ranged_ob = item);
3479 goto found_bow;
3480 }
3481
3482 who->failmsg (
3483 "You need to apply a missile weapon before readying this skill. "
3484 "H<Some skills need an item, in this case a missile weapon, to function.>"
3485 );
3486 return 1;
3487
3488 found_bow:;
3489 }
3490 else
3491 who->change_weapon (pl->ranged_ob = op);
3492 }
3493
3494 if (!op->invisible)
3495 {
3496 who->statusmsg (format (
3497 "You ready %s."
3498 "You can now use the skill: %s.",
3499 query_name (op),
3500 &op->skill
3501 ));
3502 }
3503 else
3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3505 }
3506 else
3507 {
3508 SET_FLAG (op, FLAG_APPLIED);
3509 change_abil (who, op);
3510 who->chosen_skill = op;
3511 SET_FLAG (who, FLAG_READY_SKILL);
3512 }
3513
3514 break;
3515
3516 case BOW:
3517 if (op->level && !op->name.starts_with (who->name))
3518 {
3519 who->failmsg ("The weapon does not recognize you as its owner. "
3520 "H<Its name indicates that it belongs to somebody else.>");
3521 if (tmp)
3522 insert_ob_in_ob (tmp, who);
3523
3524 return 1;
3525 }
3526
3527 /*FALLTHROUGH*/
3528 case WAND:
3529 case ROD:
3530 case HORN:
3531 /* check for skill, alter player status */
3532
3533 if (!skop)
3534 {
3535 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3536 return 1;
3537 }
3538
3539 SET_FLAG (op, FLAG_APPLIED);
3540 who->change_skill (skop);
3541
3542 if (who->contr)
3543 {
3544 who->contr->ranged_ob = op;
3545
3546 who->statusmsg (format ("You ready %s.", query_name (op)));
3547
3548 if (op->type == BOW)
3549 {
3550 who->current_weapon = op;
3551 change_abil (who, op);
3552 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3553 }
3554 }
3555 else
3556 {
3557 if (op->type == BOW)
3558 SET_FLAG (who, FLAG_READY_BOW);
3559 else
3560 SET_FLAG (who, FLAG_READY_RANGE);
3561 }
3562
3563 break;
3564
3565 case BUILDER:
3566 if (who->type == PLAYER)
3567 {
3568 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3569 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3570 unapply_special (who, who->contr->ranged_ob, 0);
3571
3572 who->statusmsg (format ("You ready your %s.", query_name (op)));
3573
3574 who->contr->ranged_ob = op;
3575 }
3576 break;
3577
3578 default:
3579 who->statusmsg (format ("You apply %s.", query_name (op)));
3580 }
3581
3582 SET_FLAG (op, FLAG_APPLIED);
3583
3584 if (tmp)
3585 who->insert (tmp);
3586
3587 who->update_stats ();
3588
3589 /* We exclude spell casting objects. The fire code will set the
3590 * been applied flag when they are used - until that point,
3591 * you don't know anything about them.
3592 */
3593 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3594 SET_FLAG (op, FLAG_BEEN_APPLIED);
3595
3596 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3597 if (who->type == PLAYER)
3598 {
3599 who->failmsg (
3600 "Oops, it feels deadly cold! "
3601 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3602 );
3603 SET_FLAG (op, FLAG_KNOWN_CURSED);
3604 }
3605
3606 if (object *pl = op->visible_to ())
3607 esrv_send_item (pl, op);
3608
3609 return 0;
3610 }
3611
3612 int
3613 monster_apply_special (object *who, object *op, int aflags)
3614 {
3615 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3616 return 1;
3617
3618 return apply_special (who, op, aflags);
3619 }
3620
3621 /**
3622 * Map was just loaded, handle op's initialisation.
3623 *
3624 * Generates shop floor's item, and treasures.
3625 */
3626 int
3627 auto_apply (object *op)
3628 {
3629 object *tmp = NULL, *tmp2;
3630 int i;
3631
3632 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3633
3634 switch (op->type)
3635 {
3636 case SHOP_FLOOR:
3637 if (!op->has_random_items ())
3638 return 0;
3639
3640 do
3641 {
3642 i = 10; /* let's give it 10 tries */
3643 while ((tmp = generate_treasure (op->randomitems,
3644 op->stats.exp
3645 ? (int) op->stats.exp
3646 : max (op->map->difficulty, 5)))
3647 == NULL && --i);
3648
3649 if (tmp == NULL)
3650 return 0;
3651
3652 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3653 {
3654 tmp->destroy ();
3655 tmp = NULL;
3656 }
3657 }
3658 while (!tmp);
3659
3660 tmp->x = op->x;
3661 tmp->y = op->y;
3662 SET_FLAG (tmp, FLAG_UNPAID);
3663 insert_ob_in_map (tmp, op->map, NULL, 0);
3664 identify (tmp);
3665 break;
3666
3667 case TREASURE:
3668 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3669 return 0;
3670
3671 while (op->stats.hp-- > 0)
3672 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3673 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3674
3675 /* If we generated an object and put it in this object inventory,
3676 * move it to the parent object as the current object is about
3677 * to disappear. An example of this item is the random_* stuff
3678 * that is put inside other objects.
3679 */
3680 if (op->env)
3681 while (op->inv)
3682 op->env->insert (op->inv);
3683
3684 op->destroy ();
3685 break;
3686 }
3687
3688 return !!tmp;
3689 }
3690
3691 /**
3692 * fix_auto_apply goes through the entire map every time a map
3693 * is loaded or swapped in and performs special actions for
3694 * certain objects (most initialization of chests and creation of
3695 * treasures and stuff). Calls auto_apply if appropriate.
3696 */
3697 void
3698 maptile::fix_auto_apply ()
3699 {
3700 if (!spaces)
3701 return;
3702
3703 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3704 for (object *tmp = ms->bot; tmp; )
3705 {
3706 object *above = tmp->above;
3707
3708 if (tmp->inv)
3709 {
3710 object *invtmp, *invnext;
3711
3712 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3713 {
3714 invnext = invtmp->below;
3715
3716 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3717 auto_apply (invtmp);
3718 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3719 {
3720 while (invtmp->stats.hp-- > 0)
3721 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3722
3723 invtmp->randomitems = NULL;
3724 }
3725 else if (invtmp && invtmp->arch
3726 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3727 {
3728 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3729 /* Need to clear this so that we never try to create
3730 * treasure again for this object
3731 */
3732 invtmp->randomitems = NULL;
3733 }
3734 }
3735 /* This is really temporary - the code at the bottom will
3736 * also set randomitems to null. The problem is there are bunches
3737 * of maps/players already out there with items that have spells
3738 * which haven't had the randomitems set to null yet.
3739 * MSW 2004-05-13
3740 *
3741 * And if it's a spellbook, it's better to set randomitems to NULL too,
3742 * else you get two spells in the book ^_-
3743 * Ryo 2004-08-16
3744 */
3745 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3746 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3747 tmp->randomitems = NULL;
3748
3749 }
3750
3751 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3752 auto_apply (tmp);
3753 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3754 {
3755 while ((tmp->stats.hp--) > 0)
3756 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3757 tmp->randomitems = NULL;
3758 }
3759 else if (tmp->type == TIMED_GATE)
3760 {
3761 object *head = tmp->head != NULL ? tmp->head : tmp;
3762
3763 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3764 tmp->set_speed (0);
3765 }
3766 /* This function can be called everytime a map is loaded, even when
3767 * swapping back in. As such, we don't want to create the treasure
3768 * over and ove again, so after we generate the treasure, blank out
3769 * randomitems so if it is swapped in again, it won't make anything.
3770 * This is a problem for the above objects, because they have counters
3771 * which say how many times to make the treasure.
3772 */
3773 else if (tmp && tmp->arch && tmp->type != PLAYER
3774 && tmp->type != TREASURE && tmp->type != SPELL
3775 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3776 {
3777 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3778 tmp->randomitems = NULL;
3779 }
3780
3781 // close all containers
3782 else if (tmp->type == CONTAINER)
3783 tmp->flag [FLAG_APPLIED] = 0;
3784
3785 tmp = above;
3786 }
3787
3788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3789 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3790 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3791 check_trigger (tmp, tmp->above);
3792 }
3793
3794 /**
3795 * Handles player eating food that temporarily changes status (resistances, stats).
3796 * This used to call cast_change_attr(), but
3797 * that doesn't work with the new spell code. Since we know what
3798 * the food changes, just grab a force and use that instead.
3799 */
3800 void
3801 eat_special_food (object *who, object *food)
3802 {
3803 object *force;
3804 int i, did_one = 0;
3805
3806 force = get_archetype (FORCE_NAME);
3807
3808 for (i = 0; i < NUM_STATS; i++)
3809 if (sint8 k = food->stats.stat (i))
3810 {
3811 force->stats.stat (i) = k;
3812 did_one = 1;
3813 }
3814
3815 /* check if we can protect the eater */
3816 for (i = 0; i < NROFATTACKS; i++)
3817 {
3818 if (food->resist[i] > 0)
3819 {
3820 force->resist[i] = food->resist[i] / 2;
3821 did_one = 1;
3822 }
3823 }
3824
3825 if (did_one)
3826 {
3827 force->set_speed (0.1);
3828 /* bigger morsel of food = longer effect time */
3829 force->duration = food->stats.food / 5;
3830 SET_FLAG (force, FLAG_APPLIED);
3831 change_abil (who, force);
3832 insert_ob_in_ob (force, who);
3833 }
3834 else
3835 force->destroy ();
3836
3837 /* check for hp, sp change */
3838 if (food->stats.hp != 0)
3839 {
3840 if (QUERY_FLAG (food, FLAG_CURSED))
3841 {
3842 who->contr->killer = food;
3843 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3844 who->failmsg ("Eck!...that was poisonous!");
3845 }
3846 else
3847 {
3848 if (food->stats.hp > 0)
3849 who->statusmsg ("You begin to feel better.");
3850 else
3851 who->failmsg ("Eck!...that was poisonous!");
3852
3853 who->stats.hp += food->stats.hp;
3854 }
3855 }
3856
3857 if (food->stats.sp != 0)
3858 {
3859 if (QUERY_FLAG (food, FLAG_CURSED))
3860 {
3861 who->failmsg ("You are drained of mana!");
3862 who->stats.sp -= food->stats.sp;
3863 if (who->stats.sp < 0)
3864 who->stats.sp = 0;
3865 }
3866 else
3867 {
3868 who->statusmsg ("You feel a rush of magical energy!");
3869 who->stats.sp += food->stats.sp;
3870 /* place limit on max sp from food? */
3871 }
3872 }
3873
3874 who->update_stats ();
3875 }
3876
3877
3878 /**
3879 * op made some mistake with a scroll, this takes care of punishment.
3880 * scroll_failure()- hacked directly from spell_failure
3881 */
3882 void
3883 scroll_failure (object *op, int failure, int power)
3884 {
3885 if (abs (failure / 4) > power)
3886 power = abs (failure / 4); /* set minimum effect */
3887
3888 if (failure <= -1 && failure > -15)
3889 { /* wonder */
3890 object *tmp;
3891
3892 op->failmsg ("Your spell warps!");
3893 tmp = get_archetype (SPELL_WONDER);
3894 cast_wonder (op, op, 0, tmp);
3895 tmp->destroy ();
3896 }
3897 else if (failure <= -15 && failure > -35)
3898 { /* drain mana */
3899 op->failmsg ("Your mana is drained!");
3900 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3901 if (op->stats.sp < 0)
3902 op->stats.sp = 0;
3903 }
3904 else if (settings.spell_failure_effects == TRUE)
3905 {
3906 if (failure <= -35 && failure > -60)
3907 { /* confusion */
3908 op->failmsg ("The magic recoils on you!");
3909 confuse_player (op, op, power);
3910 }
3911 else if (failure <= -60 && failure > -70)
3912 { /* paralysis */
3913 op->failmsg ("The magic recoils and paralyzes you!");
3914 paralyze_player (op, op, power);
3915 }
3916 else if (failure <= -70 && failure > -80)
3917 { /* blind */
3918 op->failmsg ("The magic recoils on you!");
3919 blind_player (op, op, power);
3920 }
3921 else if (failure <= -80)
3922 { /* blast the immediate area */
3923 object *tmp = get_archetype (LOOSE_MANA);
3924 cast_magic_storm (op, tmp, power);
3925 op->failmsg ("You unleash uncontrolled mana!");
3926 tmp->destroy ();
3927 }
3928 }
3929 }
3930
3931 void
3932 apply_changes_to_player (object *pl, object *change)
3933 {
3934 int excess_stat = 0; /* if the stat goes over the maximum
3935 for the race, put the excess stat some
3936 where else. */
3937
3938 switch (change->type)
3939 {
3940 case CLASS:
3941 {
3942 living *stats = &(pl->contr->orig_stats);
3943 living *ns = &(change->stats);
3944 object *walk;
3945 int flag_change_face = 1;
3946
3947 /* the following code assigns stats up to the stat max
3948 * for the race, and if the stat max is exceeded,
3949 * tries to randomly reassign the excess stat
3950 */
3951 int i, j;
3952
3953 for (i = 0; i < NUM_STATS; i++)
3954 {
3955 int race_bonus = pl->arch->stats.stat (i);
3956 sint8 stat = stats->stat (i) + ns->stat (i);
3957
3958 if (stat > 20 + race_bonus)
3959 {
3960 excess_stat++;
3961 stat = 20 + race_bonus;
3962 }
3963
3964 stats->stat (i) = stat;
3965 }
3966
3967 for (j = 0; excess_stat > 0 && j < 100; j++)
3968 { /* try 100 times to assign excess stats */
3969 int i = rndm (0, 6);
3970
3971 if (i == CHA)
3972 continue; /* exclude cha from this */
3973
3974 int stat = stats->stat (i);
3975 int race_bonus = pl->arch->stats.stat (i);
3976 if (stat < 20 + race_bonus)
3977 {
3978 change_attr_value (stats, i, 1);
3979 excess_stat--;
3980 }
3981 }
3982
3983 /* insert the randomitems from the change's treasurelist into
3984 * the player ref: player.c
3985 */
3986 if (change->randomitems)
3987 give_initial_items (pl, change->randomitems);
3988
3989 /* set up the face, for some races. */
3990
3991 /* first, look for the force object banning
3992 * changing the face. Certain races never change face with class.
3993 */
3994 for (walk = pl->inv; walk; walk = walk->below)
3995 if (walk->name == shstr_NOCLASSFACECHANGE)
3996 flag_change_face = 0;
3997
3998 if (flag_change_face)
3999 {
4000 pl->face = change->face;
4001 pl->animation_id = change->animation_id;
4002 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4003 }
4004
4005 /* check the special case of can't use weapons */
4006 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4007 if (change->name == shstr_monk)
4008 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4009
4010 break;
4011 }
4012 }
4013 }
4014
4015 /**
4016 * This handles items of type 'transformer'.
4017 * Basically those items, used with a marked item, transform both items into something
4018 * else.
4019 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4020 * Change information is contained in the 'slaying' field of the marked item.
4021 * The format is as follow: transformer:[number ]yield[;transformer:...].
4022 * This way an item can be transformed in many things, and/or many objects.
4023 * The 'slaying' field for transformer is used as verb for the action.
4024 */
4025 void
4026 apply_item_transformer (object *pl, object *transformer)
4027 {
4028 object *marked;
4029 object *new_item;
4030 char *find;
4031 char *separator;
4032 int yield;
4033 char got[MAX_BUF];
4034 int len;
4035
4036 if (!pl || !transformer)
4037 return;
4038
4039 marked = find_marked_object (pl);
4040
4041 if (!marked)
4042 {
4043 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4044 return;
4045 }
4046
4047 if (!marked->slaying)
4048 {
4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4050 return;
4051 }
4052
4053 /* check whether they are compatible or not */
4054 find = strstr (&marked->slaying, transformer->arch->archname);
4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4056 {
4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4058 return;
4059 }
4060
4061 find += strlen (transformer->arch->archname) + 1;
4062 /* Item can be used, now find how many and what it yields */
4063 if (isdigit (*(find)))
4064 {
4065 yield = atoi (find);
4066 if (yield < 1)
4067 {
4068 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4069 yield = 1;
4070 }
4071 }
4072 else
4073 yield = 1;
4074
4075 while (isdigit (*find))
4076 find++;
4077
4078 while (*find == ' ')
4079 find++;
4080
4081 memset (got, 0, MAX_BUF);
4082
4083 if ((separator = strchr (find, ';')) != NULL)
4084 len = separator - find;
4085 else
4086 len = strlen (find);
4087
4088 if (len > MAX_BUF - 1)
4089 len = MAX_BUF - 1;
4090
4091 strcpy (got, find);
4092 got[len] = '\0';
4093
4094 /* Now create new item, remove used ones when required. */
4095 new_item = get_archetype (got);
4096 if (!new_item)
4097 {
4098 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4099 return;
4100 }
4101
4102 new_item->nrof = yield;
4103
4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4106 pl->insert (new_item);
4107 /* Eat up one item */
4108 marked->decrease ();
4109
4110 /* Eat one transformer if needed */
4111 if (transformer->stats.food)
4112 if (--transformer->stats.food == 0)
4113 transformer->decrease ();
4114 }
4115