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Revision: 1.163
Committed: Mon Jul 14 10:26:43 2008 UTC (15 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.162: +3 -0 lines
Log Message:
added auto_apply event and shop ring attachments

File Contents

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