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Revision: 1.210
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.209: +10 -8 lines
Log Message:
make effectively static symbols actually static, part 2

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 /* Want this regardless of rplay. */
36 #include <sounds.h>
37
38 /**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42 int
43 should_director_abort (object *op, object *victim)
44 {
45 int arch_flag, name_flag, race_flag;
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 {
59 arch_flag = op->subtype & 1;
60 name_flag = op->subtype & 2;
61 race_flag = op->subtype & 4;
62 }
63 else
64 {
65 arch_flag = 1;
66 name_flag = 1;
67 race_flag = 1;
68 }
69
70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78
79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88 }
89
90 /**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95 static int
96 apply_id_altar (object *money, object *altar, object *pl)
97 {
98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
130 {
131 if (operate_altar (altar, &money, pl))
132 {
133 identify (id);
134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg)
137 buf << "The item has a story:\r" << id->msg << "\n\n";
138
139 /* If no more money, might as well quit now */
140 if (!money || !check_altar_sacrifice (altar, money))
141 break;
142 }
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 }
150
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157 }
158
159 /**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163 void
164 handle_apply_yield (object *tmp)
165 {
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 }
169
170 /**
171 * Handles applying a potion.
172 */
173 int
174 apply_potion (object *op, object *tmp)
175 {
176 int got_one = 0, i;
177 object *force = 0, *floor = 0;
178
179 floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (ARCH_DEPLETION)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < MIN (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < MIN (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395 }
396
397 /****************************************************************************
398 * Weapon improvement code follows
399 ****************************************************************************/
400
401 /**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405 static bool
406 check_item_power (object *who, int item_power)
407 {
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414 }
415
416 /**
417 * This returns the sum of nrof of item (arch name).
418 */
419 static int
420 check_item (object *op, shstr_cmp item)
421 {
422 int count = 0;
423
424 if (!item)
425 return 0;
426
427 for (op = op->below; op; op = op->below)
428 if (op->arch->archname == item)
429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
431 count += op->number_of ();
432
433 return count;
434 }
435
436 /**
437 * This removes 'nrof' of what item->slaying says to remove.
438 * op is typically the player, which is only
439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects.
441 */
442 static void
443 eat_item (object *op, shstr_cmp item, uint32 nrof)
444 {
445 object *prev;
446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (op->arch->archname == item)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
468 prev = op;
469 op = op->below;
470 }
471 }
472
473 /**
474 * Returns how many items of type improver->slaying there are under op.
475 * Will display a message if none found, and 1 if improver->slaying is NULL.
476 */
477 static int
478 check_sacrifice (object *op, const object *improver)
479 {
480 int count = 0;
481
482 if (improver->slaying)
483 {
484 count = check_item (op, improver->slaying);
485 if (count < 1)
486 {
487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
488 return 0;
489 }
490 }
491 else
492 count = 1;
493
494 return count;
495 }
496
497 /**
498 * Actually improves the weapon, and tells user.
499 */
500 static int
501 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
502 {
503 stat += sacrifice_count;
504 weapon->last_eat++;
505 improver->decrease ();
506
507 /* So it updates the players stats and the window */
508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
516 return 1;
517 }
518
519 /* Types of improvements, hidden in the sp field. */
520 #define IMPROVE_PREPARE 1
521 #define IMPROVE_DAMAGE 2
522 #define IMPROVE_WEIGHT 3
523 #define IMPROVE_ENCHANT 4
524 #define IMPROVE_STR 5
525 #define IMPROVE_DEX 6
526 #define IMPROVE_CON 7
527 #define IMPROVE_WIS 8
528 #define IMPROVE_CHA 9
529 #define IMPROVE_INT 10
530 #define IMPROVE_POW 11
531
532 /**
533 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on.
535 */
536 static int
537 prepare_weapon (object *op, object *improver, object *weapon)
538 {
539 int sacrifice_count, i;
540 char buf[MAX_BUF];
541
542 if (weapon->level != 0)
543 {
544 op->failmsg ("Weapon is already prepared!");
545 return 0;
546 }
547
548 for (i = 0; i < NROFATTACKS; i++)
549 if (weapon->resist[i])
550 break;
551
552 /* If we break out, i will be less than nrofattacks, preventing
553 * improvement of items that already have protections.
554 */
555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
557 weapon->stats.exp || /* speed */
558 weapon->stats.ac) /* AC - only taifu's I think */
559 {
560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
563 return 0;
564 }
565
566 sacrifice_count = check_sacrifice (op, improver);
567 if (sacrifice_count <= 0)
568 return 0;
569
570 weapon->level = isqrt (sacrifice_count);
571 eat_item (op, improver->slaying, sacrifice_count);
572
573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
578
579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
580 weapon->name = weapon->name_pl = buf;
581 weapon->nrof = 0; /* prevents preparing n weapons in the same
582 slot at once! */
583 improver->decrease ();
584 weapon->last_eat = 0;
585 return 1;
586 }
587
588 /**
589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
590 * This is the new improve weapon code.
591 * Returns 0 if it was not able to work for some reason.
592 *
593 * Checks if weapon was prepared, if enough potions on the floor, ...
594 *
595 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve
598 */
599 static int
600 improve_weapon (object *op, object *improver, object *weapon)
601 {
602 int sacrifice_count, sacrifice_needed = 0;
603
604 if (improver->stats.sp == IMPROVE_PREPARE)
605 return prepare_weapon (op, improver, weapon);
606
607 if (weapon->level == 0)
608 {
609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
612 return 0;
613 }
614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
617 {
618 op->failmsg ("This weapon cannot be improved any more.");
619 return 0;
620 }
621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
624 {
625 op->failmsg ("Improving the weapon will make it too "
626 "powerful for you to use. Unready it if you "
627 "really want to improve it.");
628 return 0;
629 }
630
631 /* This just increases damage by 5 points, no matter what. No sacrifice
632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
633 * don't put any maximum value on damage - the limit is how much the
634 * weapon can be improved.
635 */
636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
638 weapon->stats.dam += 5;
639 weapon->weight += 5000; /* 5 KG's */
640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
641 weapon->last_eat++;
642
643 weapon->item_power++;
644 improver->decrease ();
645 return 1;
646 }
647
648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
650 /* Reduce weight by 20% */
651 weapon->weight = (weapon->weight * 8) / 10;
652 if (weapon->weight < 1)
653 weapon->weight = 1;
654
655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
656 weapon->last_eat++;
657 weapon->item_power++;
658 improver->decrease ();
659 return 1;
660 }
661
662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
664 weapon->magic++;
665 weapon->last_eat++;
666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
667 improver->decrease ();
668 weapon->item_power++;
669 return 1;
670 }
671
672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
674
675 if (sacrifice_needed < 1)
676 sacrifice_needed = 1;
677 sacrifice_needed *= 2;
678
679 sacrifice_count = check_sacrifice (op, improver);
680 if (sacrifice_count < sacrifice_needed)
681 {
682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
683 return 0;
684 }
685
686 eat_item (op, improver->slaying, sacrifice_needed);
687 weapon->item_power++;
688
689 switch (improver->stats.sp)
690 {
691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
698 default:
699 op->failmsg ("Unknown improvement type.");
700 }
701
702 LOG (llevError, "improve_weapon: Got to end of function\n");
703 return 0;
704 }
705
706 /**
707 * Handles the applying of improve/prepare/enchant weapon scroll.
708 * Checks a few things (not on a non-magic square, marked weapon, ...),
709 * then calls improve_weapon to do the dirty work.
710 */
711 static int
712 check_improve_weapon (object *op, object *tmp)
713 {
714 object *otmp;
715
716 if (op->type != PLAYER)
717 return 0;
718
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 {
721 op->failmsg ("Something blocks the magic of the scroll!");
722 return 0;
723 }
724
725 otmp = find_marked_object (op);
726
727 if (!otmp)
728 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
730 return 0;
731 }
732
733 if (otmp->type != WEAPON && otmp->type != BOW)
734 {
735 op->failmsg ("Marked item is not a weapon or bow!");
736 return 0;
737 }
738
739 op->statusmsg ("Applied weapon builder.");
740
741 improve_weapon (op, tmp, otmp);
742 esrv_send_item (op, otmp);
743 return 1;
744 }
745
746 /**
747 * This code deals with the armour improvment scrolls.
748 * Change limits on improvement - let players go up to
749 * +5 no matter what level, but they are limited by item
750 * power.
751 * Try to use same improvement code as in the common/treasure.c
752 * file, so that if you make a +2 full helm, it will be just
753 * the same as one you find in a shop.
754 *
755 * deprecated comment:
756 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
757 * only 'enchantment' of armour is possible - improving
758 * the stats of a player w/ armour as well as a weapon
759 * will probably horribly unbalance the game. Magic enchanting
760 * depends on the level of the character - ie the plus
761 * value (magic) of the armour can never be increased beyond
762 * the level of the character / 10 -- rounding upish, nor may
763 * the armour value of the piece of equipment exceed either
764 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now.
767 */
768 static int
769 improve_armour (object *op, object *improver, object *armour)
770 {
771 object *tmp;
772
773 if (armour->magic >= settings.armor_max_enchant)
774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
777 }
778
779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
780 * etc), so take the easy way out and don't worry about it.
781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
782 * of gnarg and what not?)
783 */
784 if (armour->title)
785 {
786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
789
790 /* Split objects if needed. Can't insert tmp until the
791 * end of this function - otherwise it will just re-merge.
792 */
793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794
795 armour->magic++;
796
797 if (!settings.armor_speed_linear)
798 {
799 int base = 100;
800 int pow = 0;
801
802 while (pow < armour->magic)
803 {
804 base = base - (base * settings.armor_speed_improvement) / 100;
805 pow++;
806 }
807
808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
809 }
810 else
811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
812
813 if (!settings.armor_weight_linear)
814 {
815 int base = 100;
816 int pow = 0;
817
818 while (pow < armour->magic)
819 {
820 base = base - (base * settings.armor_weight_reduction) / 100;
821 pow++;
822 }
823
824 armour->weight = (armour->arch->weight * base) / 100;
825 }
826 else
827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
828
829 if (armour->weight <= 0)
830 {
831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
832 armour->weight = 1;
833 }
834
835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
836
837 if (op->type == PLAYER)
838 {
839 esrv_send_item (op, armour);
840
841 if (QUERY_FLAG (armour, FLAG_APPLIED))
842 op->update_stats ();
843 }
844
845 improver->decrease ();
846
847 if (tmp)
848 op->insert (tmp);
849
850 return 1;
851 }
852
853 /*
854 * convert_item() returns 1 if anything was converted, 0 if the item was not
855 * what the converter wants, -1 if the converter is broken.
856 *
857 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion.
859 * item is the object that triggered the converter - if it is not
860 * what the converter wants, this will not do anything.
861 */
862 int
863 convert_item (object *item, object *converter)
864 {
865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
874
875 /* We make some assumptions - we assume if it takes money as it type,
876 * it wants some amount. We don't make change (ie, if something costs
877 * 3 gp and player drops a platinum, tough luck)
878 */
879 if (conv_from == shstr_money)
880 {
881 if (item->type != MONEY)
882 return 0;
883
884 nr = sint64 (item->nrof) * item->value / need;
885 if (!nr)
886 return 0;
887
888 converter->play_sound (sound_find ("shop_buy"));
889
890 sint64 cost = (nr * need + item->value - 1) / item->value;
891
892 item->decrease (cost);
893
894 price_in = cost * item->value;
895 }
896 else
897 {
898 if (item->type == PLAYER
899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
901 return 0;
902
903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
906 {
907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
913 price_in = item->value;
914 item->destroy ();
915 }
916 }
917
918 if (converter->inv)
919 {
920 object *ob;
921 int i;
922 object *ob_to_copy;
923
924 /* select random object from inventory to copy */
925 ob_to_copy = converter->inv;
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0)
928 ob_to_copy = ob;
929
930 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 }
934 else
935 {
936 if (!conv_to)
937 {
938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
939 &converter->name, &converter->map->path, converter->x, converter->y);
940 return -1;
941 }
942
943 item = object_create_arch (conv_to);
944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
945 }
946
947 if (give)
948 item->nrof = give;
949
950 if (nr)
951 item->nrof *= nr;
952
953 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 /**
969 * elmex: we are going to let the game continue, as the mapcreator
970 * hopefully had something in mind when doing this.
971 */
972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1;
981 }
982
983 /**
984 * Handle apply on containers.
985 * By Eneq(@csd.uu.se).
986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
987 * added the alchemical cauldron to the code -b.t.
988 */
989 static int
990 apply_container (object *op, object *sack)
991 {
992 if (op->type != PLAYER || !op->contr->ns)
993 return 0; /* This might change */
994
995 if (!sack || sack->type != CONTAINER)
996 {
997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
998 return 0;
999 }
1000
1001 op->contr->last_used = 0;
1002
1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1007 }
1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container_ () == sack)
1013 {
1014 // open on ground or inv, so close
1015 op->close_container ();
1016 return 1;
1017 }
1018 else if (!sack->env)
1019 {
1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1023 }
1024
1025 // fall through to opening it (active in inv)
1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1030 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1;
1032 esrv_update_item (UPD_FLAGS, op, sack);
1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 return 1;
1035 }
1036
1037 // it's locked?
1038 if (sack->slaying)
1039 {
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack);
1050
1051 return 1;
1052 }
1053
1054 /**
1055 * Handles dropping things on altar.
1056 * Returns true if sacrifice was accepted.
1057 */
1058 static int
1059 apply_altar (object *altar, object *sacrifice, object *originator)
1060 {
1061 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0;
1064
1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * with an altar. We call it a Potion - altars are stationary - it
1069 * is up to map designers to use them properly.
1070 */
1071 if (altar->inv && altar->inv->type == SPELL)
1072 {
1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1075 /* If it is connected, push the button. Fixes some problems with
1076 * old maps.
1077 */
1078
1079 /* push_button (altar);*/
1080 }
1081 else
1082 {
1083 altar->value = 1; /* works only once */
1084 push_button (altar, originator);
1085 }
1086
1087 return !sacrifice;
1088 }
1089 else
1090 return 0;
1091 }
1092
1093 /**
1094 * Handles 'movement' of shop mats.
1095 * Returns 1 if 'op' was destroyed, 0 if not.
1096 * Largely re-written to not use nearly as many gotos, plus
1097 * some of this code just looked plain out of date.
1098 * MSW 2001-08-29
1099 */
1100 int
1101 apply_shop_mat (object *shop_mat, object *op)
1102 {
1103 int rv = 0;
1104 double opinion;
1105 object *tmp, *next;
1106
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108
1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1121 {
1122 /* Remove all the unpaid objects that may be carried here.
1123 * This could be pets or monsters that are somehow in
1124 * the shop.
1125 */
1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1128 next = tmp->below;
1129
1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133
1134 if (i >= 0)
1135 tmp->move (i);
1136 }
1137 }
1138
1139 /* Don't teleport things like spell effects */
1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1142
1143 /* unpaid objects, or non living objects, can't transfer by
1144 * shop mats. Instead, put it on a nearby space.
1145 */
1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1147 {
1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1151 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153
1154 return 0;
1155 }
1156
1157 /* Removed code that checked for multipart objects - it appears that
1158 * the teleport function should be able to handle this just fine.
1159 */
1160 rv = teleport (shop_mat, SHOP_MAT, op);
1161 }
1162 else if (can_pay (op) && get_payment (op))
1163 {
1164 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op);
1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1174 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor.
1179 */
1180 else if (!rv && !is_in_shop (op))
1181 {
1182 opinion = shopkeeper_approval (op->map, op);
1183
1184 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1188 : "The shopkeeper glares at you with contempt."
1189 );
1190 }
1191 }
1192 else
1193 {
1194 /* if we get here, a player tried to leave a shop but was not able
1195 * to afford the items he has. We try to move the player so that
1196 * they are not on the mat anymore
1197 */
1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1199
1200 if (i == -1)
1201 LOG (llevError, "Internal shop-mat problem.\n");
1202 else
1203 {
1204 op->remove ();
1205 op->x += freearr_x[i];
1206 op->y += freearr_y[i];
1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 }
1209 }
1210
1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1212 return rv;
1213 }
1214
1215 /**
1216 * Handles applying a sign.
1217 */
1218 static void
1219 apply_sign (object *op, object *sign, int autoapply)
1220 {
1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1239 if (sign->stats.food)
1240 {
1241 if (sign->last_eat >= sign->stats.food)
1242 {
1243 if (!sign->move_on)
1244 op->failmsg ("You cannot read it anymore.");
1245
1246 return;
1247 }
1248
1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1250 sign->last_eat++;
1251 }
1252
1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254 * No way to know for sure. The presumption is basically that if
1255 * move_on is zero, it needs to be manually applied (doesn't talk
1256 * to us).
1257 */
1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1259 {
1260 op->failmsg ("You are unable to read while blind!");
1261 return;
1262 }
1263
1264 if (op->contr)
1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274 }
1275
1276 static void
1277 move_apply_hole (object *trap, object *victim)
1278 {
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1306 }
1307
1308 /**
1309 * 'victim' moves onto 'trap'
1310 * 'victim' leaves 'trap'
1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1312 *
1313 * originator: Player, monster or other object that caused 'victim' to move
1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1315 * However, some types of traps require an originator to function.
1316 */
1317 void
1318 move_apply (object *trap, object *victim, object *originator)
1319 {
1320 static int recursion_depth = 0;
1321
1322 /* Only exits affect DMs. */
1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1324 return;
1325
1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion.
1328 */
1329 /* The following was changed because it was causing perfectly correct
1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes.
1334 */
1335 if (recursion_depth >= 500)
1336 {
1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1339 return;
1340 }
1341
1342 recursion_depth++;
1343 if (trap->head)
1344 trap = trap->head;
1345
1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347 switch (trap->type)
1348 {
1349 case PLAYERMOVER:
1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1422 if (!trap->value)
1423 {
1424 int tot;
1425
1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1441 */
1442 ab_next = ab->above;
1443
1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 {
1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1455 }
1456 break;
1457 }
1458
1459 case CONVERTER:
1460 if (convert_item (victim, trap) < 0)
1461 {
1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1464 }
1465
1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1489 /* Basically, don't show exits leading to random maps the
1490 * players output.
1491 */
1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1494
1495 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap);
1497 }
1498 break;
1499
1500 case ENCOUNTER:
1501 /* may be some leftovers on this */
1502 break;
1503
1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim);
1506 break;
1507
1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator);
1511 break;
1512
1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 break; /* monsters musn't apply magic_mouths with counters */
1516
1517 apply_sign (victim, trap, 1);
1518 break;
1519
1520 case CONTAINER:
1521 apply_container (victim, trap);
1522 break;
1523
1524 case RUNE:
1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 spring_trap (trap, victim);
1528 break;
1529
1530 default:
1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1533 break;
1534 }
1535
1536 recursion_depth--;
1537 }
1538
1539 /**
1540 * Handles reading a regular (ie not containing a spell) book.
1541 */
1542 static void
1543 apply_book (object *op, object *tmp)
1544 {
1545 int lev_diff;
1546 object *skill_ob;
1547
1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1549 {
1550 op->failmsg ("You are unable to read while blind!");
1551 return;
1552 }
1553
1554 if (!tmp->msg)
1555 {
1556 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1557 return;
1558 }
1559
1560 /* need a literacy skill to read stuff! */
1561 skill_ob = find_skill_by_name (op, tmp->skill);
1562 if (!skill_ob)
1563 {
1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1565 return;
1566 }
1567
1568 lev_diff = tmp->level - (skill_ob->level + 5);
1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1570 {
1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension.");
1577 return;
1578 }
1579
1580 readable_message_type *msgType = get_readable_message_type (tmp);
1581
1582 if (player *pl = op->contr)
1583 if (client *ns = pl->ns)
1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1585
1586 /* gain xp from reading */
1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1588 { /* only if not read before */
1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1590
1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1592 {
1593 /*exp_gain *= 2; because they just identified it too */
1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1595
1596 if (object *pl = tmp->visible_to ())
1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603 }
1604
1605 /**
1606 * op made some mistake with a scroll, this takes care of punishment.
1607 * scroll_failure()- hacked directly from spell_failure
1608 */
1609 static void
1610 scroll_failure (object *op, int failure, int power)
1611 {
1612 if (abs (failure / 4) > power)
1613 power = abs (failure / 4); /* set minimum effect */
1614
1615 if (failure <= -1 && failure > -15)
1616 { /* wonder */
1617 object *tmp;
1618
1619 op->failmsg ("Your spell warps!");
1620 tmp = get_archetype (SPELL_WONDER);
1621 cast_wonder (op, op, 0, tmp);
1622 tmp->destroy ();
1623 }
1624 else if (failure <= -15 && failure > -35)
1625 { /* drain mana */
1626 op->failmsg ("Your mana is drained!");
1627 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1628 if (op->stats.sp < 0)
1629 op->stats.sp = 0;
1630 }
1631 else if (settings.spell_failure_effects == TRUE)
1632 {
1633 if (failure <= -35 && failure > -60)
1634 { /* confusion */
1635 op->failmsg ("The magic recoils on you!");
1636 confuse_player (op, op, power);
1637 }
1638 else if (failure <= -60 && failure > -70)
1639 { /* paralysis */
1640 op->failmsg ("The magic recoils and paralyzes you!");
1641 paralyze_player (op, op, power);
1642 }
1643 else if (failure <= -70 && failure > -80)
1644 { /* blind */
1645 op->failmsg ("The magic recoils on you!");
1646 blind_player (op, op, power);
1647 }
1648 else if (failure <= -80)
1649 { /* blast the immediate area */
1650 object *tmp = get_archetype (LOOSE_MANA);
1651 cast_magic_storm (op, tmp, power);
1652 op->failmsg ("You unleash uncontrolled mana!");
1653 tmp->destroy ();
1654 }
1655 }
1656 }
1657
1658 /**
1659 * Handles the applying of a skill scroll, calling learn_skill straight.
1660 * op is the person learning the skill, tmp is the skill scroll object
1661 */
1662 static void
1663 apply_skillscroll (object *op, object *tmp)
1664 {
1665 switch (learn_skill (op, tmp))
1666 {
1667 case 0:
1668 op->play_sound (sound_find ("generic_fail"));
1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 break;
1671
1672 case 1:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1676 break;
1677
1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1682 break;
1683 }
1684 }
1685
1686 /**
1687 * Actually makes op learn spell.
1688 * Informs player of what happens.
1689 */
1690 void
1691 do_learn_spell (object *op, object *spell, int special_prayer)
1692 {
1693 object *tmp;
1694
1695 if (op->type != PLAYER)
1696 {
1697 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1698 return;
1699 }
1700
1701 /* Upgrade special prayers to normal prayers */
1702 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703 {
1704 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705 {
1706 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1707 return;
1708 }
1709 return;
1710 }
1711
1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1714 tmp = spell->clone ();
1715 insert_ob_in_ob (tmp, op);
1716
1717 if (special_prayer)
1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1719
1720 esrv_add_spells (op->contr, tmp);
1721 }
1722
1723 /**
1724 * Erases spell from player's inventory.
1725 */
1726 void
1727 do_forget_spell (object *op, const char *spell)
1728 {
1729 object *spob;
1730
1731 if (op->type != PLAYER)
1732 {
1733 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1734 return;
1735 }
1736 if ((spob = check_spell_known (op, spell)) == NULL)
1737 {
1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739 return;
1740 }
1741
1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 player_unready_range_ob (op->contr, spob);
1744 esrv_remove_spell (op->contr, spob);
1745 spob->destroy ();
1746 }
1747
1748 /**
1749 * Handles player applying a spellbook.
1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751 * stuff like that. Random learning failure too.
1752 */
1753 static void
1754 apply_spellbook (object *op, object *tmp)
1755 {
1756 object *skop, *spell, *spell_skill;
1757
1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1763
1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1765 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks
1767 */
1768 if (tmp->slaying)
1769 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1771 if (!spell)
1772 {
1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1774 return;
1775 }
1776 else
1777 insert_ob_in_ob (spell, tmp);
1778
1779 tmp->slaying = 0;
1780 }
1781
1782 skop = find_skill_by_name (op, tmp->skill);
1783
1784 /* need a literacy skill to learn spells. Also, having a literacy level
1785 * lower than the spell will make learning the spell more difficult */
1786 if (!skop)
1787 {
1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 return;
1790 }
1791
1792 spell = tmp->inv;
1793
1794 if (!spell)
1795 {
1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return;
1799 }
1800
1801 int learn_level = sqrtf (spell->level) * 1.5f;
1802 if (skop->level < learn_level)
1803 {
1804 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1805 &tmp->skill, learn_level));
1806 return;
1807 }
1808
1809 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1810
1811 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1812 identify (tmp);
1813
1814 /* I removed the check for special_prayer_mark here - it didn't make
1815 * a lot of sense - special prayers are not found in spellbooks, and
1816 * if the player doesn't know the spell, doesn't make a lot of sense that
1817 * they would have a special prayer mark.
1818 */
1819 if (check_spell_known (op, spell->name))
1820 {
1821 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1822 return;
1823 }
1824
1825 if (spell->skill)
1826 {
1827 spell_skill = find_skill_by_name (op, spell->skill);
1828
1829 if (!spell_skill)
1830 {
1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1832 return;
1833 }
1834
1835 if (spell_skill->level < spell->level)
1836 {
1837 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1838 return;
1839 }
1840 }
1841
1842 /* Logic as follows
1843 *
1844 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1845 *
1846 * 2- The learner's skill level in literacy adjusts the chance to learn
1847 * a spell.
1848 *
1849 * 3 -Automatically fail to learn if you read while confused
1850 *
1851 * Overall, chances are the same but a player will find having a high
1852 * literacy rate very useful! -b.t.
1853 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 {
1856 op->failmsg ("In your confused state you flub the wording of the text!");
1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1858 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1863 do_learn_spell (op, spell, 0);
1864
1865 /* xp gain to literacy for spell learning */
1866 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1867 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1868 }
1869 else
1870 {
1871 op->contr->play_sound (sound_find ("fumble_spell"));
1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1873 }
1874
1875 tmp->decrease ();
1876 }
1877
1878 /**
1879 * Handles applying a spell scroll.
1880 */
1881 void
1882 apply_scroll (object *op, object *tmp, int dir)
1883 {
1884 object *skop;
1885
1886 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1887 {
1888 op->failmsg ("You are unable to read while blind.");
1889 return;
1890 }
1891
1892 if (!tmp->inv || tmp->inv->type != SPELL)
1893 {
1894 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1895 return;
1896 }
1897
1898 if (op->type == PLAYER)
1899 {
1900 /* players need a literacy skill to read stuff! */
1901 int exp_gain = 0;
1902
1903 /* hard code literacy - tmp->skill points to where the exp
1904 * should go for anything killed by the spell.
1905 */
1906 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1907
1908 if (!skop)
1909 {
1910 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1911 return;
1912 }
1913
1914 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1915 change_exp (op, exp_gain, skop->skill, 0);
1916 }
1917
1918 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1919 identify (tmp);
1920
1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1922
1923 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924 tmp->decrease ();
1925 }
1926
1927 /**
1928 * Applies a treasure object - by default, chest. op
1929 * is the person doing the applying, tmp is the treasure
1930 * chest.
1931 */
1932 static void
1933 apply_treasure (object *op, object *tmp)
1934 {
1935 /* Nice side effect of this treasure creation method is that the treasure
1936 * for the chest is done when the chest is created, and put into the chest
1937 * inventory. So that when the chest burns up, the items still exist. Also
1938 * prevents people from moving chests to more difficult maps to get better
1939 * treasure
1940 */
1941 object *treas = tmp->inv;
1942
1943 if (!treas)
1944 {
1945 op->statusmsg ("The chest was empty.");
1946 tmp->decrease ();
1947 return;
1948 }
1949
1950 while (tmp->inv)
1951 {
1952 treas = tmp->inv;
1953 treas->remove ();
1954
1955 treas->x = op->x;
1956 treas->y = op->y;
1957 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1958
1959 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1960 spring_trap (treas, op);
1961
1962 /* If either player or container was destroyed, no need to do
1963 * further processing. I think this should be enclused with
1964 * spring trap above, as I don't think there is otherwise
1965 * any way for the treasure chest or player to get killed.
1966 */
1967 if (op->destroyed () || tmp->destroyed ())
1968 break;
1969 }
1970
1971 if (!tmp->destroyed () && !tmp->inv)
1972 tmp->decrease (true);
1973 }
1974
1975 /**
1976 * A dragon is eating some flesh. If the flesh contains resistances,
1977 * there is a chance for the dragon's skin to get improved.
1978 *
1979 * attributes:
1980 * object *op the object (dragon player) eating the flesh
1981 * object *meal the flesh item, getting chewed in dragon's mouth
1982 * return:
1983 * int 1 if eating successful, 0 if it doesn't work
1984 */
1985 static int
1986 dragon_eat_flesh (object *op, object *meal)
1987 {
1988 object *skin = NULL; /* pointer to dragon skin force */
1989 object *abil = NULL; /* pointer to dragon ability force */
1990 object *tmp = NULL; /* tmp. object */
1991
1992 double chance; /* improvement-chance of one resistance type */
1993 double totalchance = 1; /* total chance of gaining one resistance */
1994 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1995 double mbonus = 0; /* monster bonus */
1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1997 int winners = 0; /* number of winners */
1998 int i; /* index */
1999
2000 /* let's make sure and doublecheck the parameters */
2001 if (meal->type != FLESH || !is_dragon_pl (op))
2002 return 0;
2003
2004 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2005 from the player's inventory */
2006 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 if (tmp->type == FORCE)
2008 if (tmp->arch->archname == shstr_dragon_skin_force)
2009 skin = tmp;
2010 else if (tmp->arch->archname == shstr_dragon_ability_force)
2011 abil = tmp;
2012
2013 /* if either skin or ability are missing, this is an old player
2014 which is not to be considered a dragon -> bail out */
2015 if (skin == NULL || abil == NULL)
2016 return 0;
2017
2018 /* now start by filling stomache and health, according to food-value */
2019 if ((999 - op->stats.food) < meal->stats.food)
2020 op->stats.hp += (999 - op->stats.food) / 50;
2021 else
2022 op->stats.hp += meal->stats.food / 50;
2023
2024 if (op->stats.hp > op->stats.maxhp)
2025 op->stats.hp = op->stats.maxhp;
2026
2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2028
2029 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2030
2031 /* on to the interesting part: chances for adding resistance */
2032 for (i = 0; i < NROFATTACKS; i++)
2033 {
2034 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2035 {
2036 /* got positive resistance, now calculate improvement chance (0-100) */
2037
2038 /* this bonus makes resistance increase easier at lower levels */
2039 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2040 if (i == abil->stats.exp)
2041 bonus += 5; /* additional bonus for resistance of ability-focus */
2042
2043 /* monster bonus increases with level, because high-level
2044 flesh is too rare */
2045 mbonus = op->level * 20. / ((double) settings.max_level);
2046
2047 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2048 ((double) settings.max_level)) - skin->resist[i];
2049
2050 if (chance >= 0.)
2051 chance += 1.;
2052 else
2053 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2054
2055 /* chance is proportional to amount of resistance (max. 50) */
2056 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2057
2058 /* doubled chance for resistance of ability-focus */
2059 if (i == abil->stats.exp)
2060 chance = MIN (100., chance * 2.);
2061
2062 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2063 if (rndm (10000) < (unsigned int) (chance * 100))
2064 {
2065 atnr_winner[winners] = i;
2066 winners++;
2067 }
2068
2069 if (chance >= 0.01)
2070 totalchance *= 1 - chance / 100;
2071
2072 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2073 }
2074 }
2075
2076 /* inverse totalchance as until now we have the failure-chance */
2077 totalchance = 100 - totalchance * 100;
2078
2079 /* print message according to totalchance */
2080 const char *buf;
2081 if (totalchance > 50.)
2082 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2083 else if (totalchance > 10.)
2084 buf = format ("The %s tasted very good.", &meal->name);
2085 else if (totalchance > 1.)
2086 buf = format ("The %s tasted good.", &meal->name);
2087 else if (totalchance > 0.1)
2088 buf = format ("The %s tasted bland.", &meal->name);
2089 else if (totalchance >= 0.01)
2090 buf = format ("The %s had a boring taste.", &meal->name);
2091 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2092 buf = format ("The %s tasted strange.", &meal->name);
2093 else
2094 buf = format ("The %s had no taste.", &meal->name);
2095
2096 op->statusmsg (buf);
2097
2098 /* now choose a winner if we have any */
2099 i = -1;
2100 if (winners > 0)
2101 i = atnr_winner [rndm (winners)];
2102
2103 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2104 {
2105 /* resistance increased! */
2106 skin->resist[i]++;
2107 op->update_stats ();
2108
2109 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2110 }
2111
2112 /* if this flesh contains a new ability focus, we mark it
2113 into the ability_force and it will take effect on next level */
2114 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2115 {
2116 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2117
2118 if (meal->last_eat != abil->stats.exp)
2119 op->statusmsg (format (
2120 "Your metabolism prepares to focus on %s!\n"
2121 "The change will happen at level %d.",
2122 change_resist_msg[meal->last_eat],
2123 abil->level + 1
2124 ));
2125 else
2126 {
2127 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2128 abil->last_eat = 0;
2129 }
2130 }
2131
2132 return 1;
2133 }
2134
2135 /**
2136 * op eats food.
2137 * If player, takes care of messages and dragon special food.
2138 */
2139 static void
2140 apply_food (object *op, object *tmp)
2141 {
2142 int capacity_remaining;
2143
2144 if (op->type != PLAYER)
2145 op->stats.hp = op->stats.maxhp;
2146 else
2147 {
2148 /* check if this is a dragon (player), eating some flesh */
2149 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2150 ;
2151 else
2152 {
2153 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999)
2155 {
2156 if (tmp->type == FOOD || tmp->type == FLESH)
2157 op->failmsg ("You feel full, but what a waste of food!");
2158 else
2159 op->statusmsg ("Most of the drink goes down your face not your throat!");
2160 }
2161
2162 tmp->play_sound (
2163 tmp->sound
2164 ? tmp->sound
2165 : tmp->type == DRINK
2166 ? sound_find ("eat_drink")
2167 : sound_find ("eat_food")
2168 );
2169
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 {
2172 const char *buf;
2173
2174 if (!is_dragon_pl (op))
2175 {
2176 /* eating message for normal players */
2177 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else
2180 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2181 }
2182 else
2183 /* eating message for dragon players */
2184 buf = format ("The %s tasted terrible!", &tmp->name);
2185
2186 op->statusmsg (buf);
2187
2188 capacity_remaining = 999 - op->stats.food;
2189 op->stats.food += tmp->stats.food;
2190 if (capacity_remaining < tmp->stats.food)
2191 op->stats.hp += capacity_remaining / 50;
2192 else
2193 op->stats.hp += tmp->stats.food / 50;
2194
2195 if (op->stats.hp > op->stats.maxhp)
2196 op->stats.hp = op->stats.maxhp;
2197 if (op->stats.food > 999)
2198 op->stats.food = 999;
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2209 }
2210
2211 /**
2212 * Handles applying an improve armor scroll.
2213 * Does some sanity checks, then calls improve_armour.
2214 */
2215 static void
2216 apply_armour_improver (object *op, object *tmp)
2217 {
2218 object *armor;
2219
2220 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2221 {
2222 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2223 return;
2224 }
2225
2226 armor = find_marked_object (op);
2227
2228 if (!armor)
2229 {
2230 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2231 return;
2232 }
2233
2234 if (armor->type != ARMOUR
2235 && armor->type != CLOAK
2236 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2237 {
2238 op->failmsg ("Your marked item is not armour!\n");
2239 return;
2240 }
2241
2242 op->statusmsg ("Applying armour enchantment.");
2243 improve_armour (op, tmp, armor);
2244 }
2245
2246 void
2247 apply_poison (object *op, object *tmp)
2248 {
2249 // need to do it now when it is still on the map
2250 handle_apply_yield (tmp);
2251
2252 object *poison = tmp->split (1);
2253
2254 if (op->type == PLAYER)
2255 {
2256 op->contr->play_sound (sound_find ("drink_poison"));
2257 op->failmsg ("Yech! That tasted poisonous!");
2258 op->contr->killer = poison;
2259 }
2260
2261 if (poison->stats.hp > 0)
2262 {
2263 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2265 }
2266
2267 op->stats.food -= op->stats.food / 4;
2268 poison->destroy ();
2269 }
2270
2271 /**
2272 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2273 * A valid 2 way exit means:
2274 * -You can come back (there is another exit at the other side)
2275 * -You are
2276 * ° the owner of the exit
2277 * ° or in the same party as the owner
2278 *
2279 * Note: a owner in a 2 way exit is saved as the owner's name
2280 * in the field exit->name cause the field exit->owner doesn't
2281 * survive in the swapping (in fact the whole exit doesn't survive).
2282 */
2283 static int
2284 is_legal_2ways_exit (object *op, object *exit)
2285 {
2286 if (exit->stats.exp != 1)
2287 return 1; /*This is not a 2 way, so it is legal */
2288
2289 #if 0 //TODO
2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2291 return 0; /* This is a reset town portal */
2292 #endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 {
2300 exitmap->load_sync ();
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 {
2309 if (tmp->type != EXIT)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 {
2332 if (!pp->ob)
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break;
2340 }
2341
2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0;
2353
2354 return 1;
2355 }
2356 }
2357
2358 return 0;
2359 }
2360
2361 /**
2362 * This function will try to apply a lighter and in case no lighter
2363 * is specified it will try to find a lighter in the players inventory,
2364 * and inform him about this requirement.
2365 *
2366 * who - the player
2367 * op - the item we want to light
2368 * lighter - the lighter or 0 if a lighter has yet to be found
2369 */
2370 static object *
2371 auto_apply_lighter (object *who, object *op, object *lighter)
2372 {
2373 if (lighter == 0)
2374 {
2375 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2376 {
2377 if (tmp->type == LIGHTER)
2378 {
2379 lighter = tmp;
2380 break;
2381 }
2382 }
2383
2384 if (!lighter)
2385 {
2386 who->failmsg (format (
2387 "You can't light up the %s with your bare hands! "
2388 "H<You need a lighter in your inventory, for example a flint and steel.>",
2389 &op->name));
2390 return 0;
2391 }
2392 }
2393
2394 // last_eat == 0 means the lighter is not being used up!
2395 if (lighter->last_eat && lighter->stats.food)
2396 {
2397 /* lighter gets used up */
2398 lighter = lighter->split ();
2399 lighter->stats.food--;
2400 who->insert (lighter);
2401 }
2402 else if (lighter->last_eat)
2403 {
2404 /* no charges left in lighter */
2405 who->failmsg (format (
2406 "You attempt to light the %s with a used up %s.",
2407 &op->name, &lighter->name));
2408 return 0;
2409 }
2410
2411 return lighter;
2412 }
2413
2414 /**
2415 * Designed primarily to light torches/lanterns/etc.
2416 * Also burns up burnable material too. First object in the inventory is
2417 * the selected object to "burn". -b.t.
2418 */
2419 static void
2420 apply_lighter (object *who, object *lighter)
2421 {
2422 object *item;
2423 int is_player_env = 0;
2424
2425 item = find_marked_object (who);
2426 if (item)
2427 {
2428 if (!auto_apply_lighter (who, item, lighter))
2429 return;
2430
2431 /* Perhaps we should split what we are trying to light on fire?
2432 * I can't see many times when you would want to light multiple
2433 * objects at once.
2434 */
2435
2436 save_throw_object (item, AT_FIRE, who);
2437
2438 if (item->destroyed ()
2439 || ((item->type == LAMP || item->type == TORCH)
2440 && item->glow_radius > 0))
2441 who->statusmsg (format (
2442 "You light the %s with the %s.",
2443 &item->name, &lighter->name));
2444 else
2445 who->failmsg (format (
2446 "You attempt to light the %s with the %s and fail.",
2447 &item->name, &lighter->name));
2448 }
2449 else
2450 who->failmsg ("You need to mark a lightable object.");
2451 }
2452
2453 /**
2454 * This function generates a cursed effect for cursed lamps and torches.
2455 */
2456 static void
2457 player_apply_lamp_cursed_effect (object *who, object *op)
2458 {
2459 if (op->level)
2460 {
2461 who->failmsg (format (
2462 "The %s was cursed, it explodes in a big fireball!",
2463 &op->name));
2464 create_exploding_ball_at (who, op->level);
2465 }
2466 else
2467 {
2468 who->failmsg (format (
2469 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2470 &op->name));
2471 }
2472
2473 op->destroy ();
2474 }
2475
2476 /**
2477 * Apply for players and lamps
2478 *
2479 * who - the player
2480 * op - the lamp
2481 */
2482 static void
2483 player_apply_lamp (object *who, object *op)
2484 {
2485 bool switch_on = op->glow_radius ? false : true;
2486
2487 if (switch_on)
2488 {
2489 object *lighter = 0;
2490
2491 if (op->flag [FLAG_IS_LIGHTABLE]
2492 && !(lighter = auto_apply_lighter (who, op, 0)))
2493 return;
2494
2495 if (op->stats.food < 1)
2496 {
2497 if (op->type == LAMP)
2498 who->failmsg (format (
2499 "The %s is out of fuel! "
2500 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2501 &op->name));
2502 else
2503 who->failmsg (format (
2504 "The %s is burnt out! "
2505 "H<Torches and similar items burn out and become worthless.>",
2506 &op->name));
2507 return;
2508 }
2509
2510 if (op->flag [FLAG_CURSED])
2511 {
2512 player_apply_lamp_cursed_effect (who, op);
2513 return;
2514 }
2515
2516 if (lighter)
2517 who->statusmsg (format (
2518 "You light up the %s with the %s.", &op->name, &lighter->name));
2519 else
2520 who->statusmsg (format ("You light up the %s.", &op->name));
2521 }
2522 else
2523 {
2524 if (op->flag [FLAG_CURSED])
2525 {
2526 player_apply_lamp_cursed_effect (who, op);
2527 return;
2528 }
2529
2530 if (op->type == TORCH)
2531 {
2532 if (!op->flag [FLAG_IS_LIGHTABLE])
2533 {
2534 who->statusmsg (format (
2535 "You put out the %s. "
2536 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2537 &op->name, &op->name));
2538 }
2539 else
2540 who->statusmsg (format (
2541 "You put out the %s."
2542 "H<Torches wear out if you put them out.>",
2543 &op->name));
2544 }
2545 else
2546 who->statusmsg (format ("You turn off the %s.", &op->name));
2547 }
2548
2549 apply_lamp (op, switch_on);
2550 }
2551
2552 void get_animation_from_arch (object *op, arch_ptr a)
2553 {
2554 op->animation_id = a->animation_id;
2555 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2556 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2557 op->anim_speed = a->anim_speed;
2558 op->last_anim = 0;
2559 op->state = 0;
2560 op->face = a->face;
2561
2562 if (NUM_ANIMATIONS(op) > 1)
2563 {
2564 SET_ANIMATION(op, 0);
2565 animate_object (op, op->direction);
2566 }
2567 else
2568 update_object (op, UP_OBJ_FACE);
2569 }
2570
2571 /**
2572 * Apply for LAMPs and TORCHes.
2573 *
2574 * op - the lamp
2575 * switch_on - a flag which says whether the lamp should be switched on or off
2576 */
2577 void apply_lamp (object *op, bool switch_on)
2578 {
2579 op->set_glow_radius (switch_on ? op->range : 0);
2580 op->set_speed (switch_on ? op->arch->speed : 0);
2581
2582 // torches wear out if you put them out
2583 if (op->type == TORCH && !switch_on)
2584 {
2585 if (op->flag [FLAG_IS_LIGHTABLE])
2586 {
2587 op->stats.food -= (double) op->arch->stats.food / 15;
2588 if (op->stats.food < 0)
2589 op->stats.food = 0;
2590 }
2591 else
2592 op->stats.food = 0;
2593 }
2594
2595 // lamps and torched get worthless when used up
2596 if (op->stats.food <= 0)
2597 op->value = 0;
2598
2599 // FIXME: This is a hack to make the more sane torches and lamps
2600 // still animated ;-/
2601 if (op->other_arch)
2602 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2603
2604 if (object *pl = op->visible_to ())
2605 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2606 }
2607
2608 /**
2609 * This handles items of type 'transformer'.
2610 * Basically those items, used with a marked item, transform both items into something
2611 * else.
2612 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2613 * Change information is contained in the 'slaying' field of the marked item.
2614 * The format is as follow: transformer:[number ]yield[;transformer:...].
2615 * This way an item can be transformed in many things, and/or many objects.
2616 * The 'slaying' field for transformer is used as verb for the action.
2617 */
2618 static void
2619 apply_item_transformer (object *pl, object *transformer)
2620 {
2621 object *marked;
2622 object *new_item;
2623 char *find;
2624 char *separator;
2625 int yield;
2626 char got[MAX_BUF];
2627 int len;
2628
2629 if (!pl || !transformer)
2630 return;
2631
2632 marked = find_marked_object (pl);
2633
2634 if (!marked)
2635 {
2636 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2637 return;
2638 }
2639
2640 if (!marked->slaying)
2641 {
2642 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2643 return;
2644 }
2645
2646 /* check whether they are compatible or not */
2647 find = strstr (&marked->slaying, transformer->arch->archname);
2648 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2649 {
2650 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2651 return;
2652 }
2653
2654 find += strlen (transformer->arch->archname) + 1;
2655 /* Item can be used, now find how many and what it yields */
2656 if (isdigit (*(find)))
2657 {
2658 yield = atoi (find);
2659 if (yield < 1)
2660 {
2661 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2662 yield = 1;
2663 }
2664 }
2665 else
2666 yield = 1;
2667
2668 while (isdigit (*find))
2669 find++;
2670
2671 while (*find == ' ')
2672 find++;
2673
2674 memset (got, 0, MAX_BUF);
2675
2676 if ((separator = strchr (find, ';')) != NULL)
2677 len = separator - find;
2678 else
2679 len = strlen (find);
2680
2681 if (len > MAX_BUF - 1)
2682 len = MAX_BUF - 1;
2683
2684 strcpy (got, find);
2685 got[len] = '\0';
2686
2687 /* Now create new item, remove used ones when required. */
2688 new_item = get_archetype (got);
2689 if (!new_item)
2690 {
2691 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2692 return;
2693 }
2694
2695 new_item->nrof = yield;
2696
2697 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2698
2699 pl->insert (new_item);
2700 /* Eat up one item */
2701 marked->decrease ();
2702
2703 /* Eat one transformer if needed */
2704 if (transformer->stats.food)
2705 if (--transformer->stats.food == 0)
2706 transformer->decrease ();
2707 }
2708
2709 /**
2710 * Main apply handler.
2711 *
2712 * Checks for unpaid items before applying.
2713 *
2714 * Return value:
2715 * 0: player or monster can't apply objects of that type
2716 * 1: has been applied, or there was an error applying the object
2717 * 2: objects of that type can't be applied if not in inventory
2718 *
2719 * who is the object that is causing object to be applied, op is the object
2720 * being applied.
2721 *
2722 * aflag is special (always apply/unapply) flags. Nothing is done with
2723 * them in this function - they are passed to apply_special
2724 */
2725 int
2726 manual_apply (object *who, object *op, int aflag)
2727 {
2728 op = op->head_ ();
2729
2730 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2731 {
2732 if (who->type == PLAYER)
2733 {
2734 examine (who, op);
2735 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2736 return 1;
2737 }
2738 else
2739 return 0; /* monsters just skip unpaid items */
2740 }
2741
2742 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2743 return RESULT_INT (0);
2744
2745 switch (op->type)
2746 {
2747 case T_HANDLE:
2748 who->play_sound (sound_find ("turn_handle"));
2749 who->statusmsg ("You turn the handle.");
2750 op->value = op->value ? 0 : 1;
2751 SET_ANIMATION (op, op->value);
2752 update_object (op, UP_OBJ_FACE);
2753 push_button (op, who);
2754 return 1;
2755
2756 case TRIGGER:
2757 if (check_trigger (op, who, who))
2758 {
2759 who->statusmsg ("You turn the handle.");
2760 who->play_sound (sound_find ("turn_handle"));
2761 }
2762 else
2763 who->failmsg ("The handle doesn't move.");
2764
2765 return 1;
2766
2767 case EXIT:
2768 if (who->type != PLAYER)
2769 return 0;
2770
2771 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2772 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2773 else
2774 {
2775 /* Don't display messages for random maps. */
2776 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2777 who->statusmsg (op->msg, NDI_NAVY);
2778
2779 who->enter_exit (op);
2780 }
2781
2782 return 1;
2783
2784 case INSCRIBABLE:
2785 who->statusmsg (op->msg);
2786 // maybe show a spell menu to chose from or something like that
2787 return 1;
2788
2789 case SIGN:
2790 apply_sign (who, op, 0);
2791 return 1;
2792
2793 case BOOK:
2794 if (who->type == PLAYER)
2795 {
2796 apply_book (who, op);
2797 return 1;
2798 }
2799 else
2800 return 0;
2801
2802 case SKILLSCROLL:
2803 if (who->type == PLAYER)
2804 {
2805 apply_skillscroll (who, op);
2806 return 1;
2807 }
2808 else
2809 return 0;
2810
2811 case SPELLBOOK:
2812 if (who->type == PLAYER)
2813 {
2814 apply_spellbook (who, op);
2815 return 1;
2816 }
2817 else
2818 return 0;
2819
2820 case SCROLL:
2821 apply_scroll (who, op, 0);
2822 return 1;
2823
2824 case POTION:
2825 apply_potion (who, op);
2826 return 1;
2827
2828 /* Eneq(@csd.uu.se): Handle apply on containers. */
2829 //TODO: remove, as it is unsed?
2830 case CLOSE_CON:
2831 apply_container (who, op->env);
2832 return 1;
2833
2834 case CONTAINER:
2835 apply_container (who, op);
2836 return 1;
2837
2838 case TREASURE:
2839 if (who->type == PLAYER)
2840 {
2841 apply_treasure (who, op);
2842 return 1;
2843 }
2844 else
2845 return 0;
2846
2847 case LAMP:
2848 case TORCH:
2849 player_apply_lamp (who, op);
2850 return 1;
2851
2852 case WEAPON:
2853 case ARMOUR:
2854 case BOOTS:
2855 case GLOVES:
2856 case AMULET:
2857 case GIRDLE:
2858 case BRACERS:
2859 case SHIELD:
2860 case HELMET:
2861 case RING:
2862 case CLOAK:
2863 case WAND:
2864 case ROD:
2865 case HORN:
2866 case SKILL:
2867 case BOW:
2868 case BUILDER:
2869 case SKILL_TOOL:
2870 if (op->env != who)
2871 return 2; /* not in inventory */
2872
2873 apply_special (who, op, aflag);
2874 return 1;
2875
2876 case DRINK:
2877 case FOOD:
2878 case FLESH:
2879 apply_food (who, op);
2880 return 1;
2881
2882 case POISON:
2883 apply_poison (who, op);
2884 return 1;
2885
2886 case SAVEBED:
2887 return 1;
2888
2889 case ARMOUR_IMPROVER:
2890 if (who->type == PLAYER)
2891 {
2892 apply_armour_improver (who, op);
2893 return 1;
2894 }
2895 else
2896 return 0;
2897
2898 case WEAPON_IMPROVER:
2899 check_improve_weapon (who, op);
2900 return 1;
2901
2902 case CLOCK:
2903 if (who->type == PLAYER)
2904 {
2905 char buf[MAX_BUF];
2906 timeofday_t tod;
2907
2908 get_tod (&tod);
2909 who->play_sound (sound_find ("sound_clock"));
2910 who->statusmsg (format (
2911 "It is %d minute%s past %d o'clock %s",
2912 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2913 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2914 ));
2915 return 1;
2916 }
2917 else
2918 return 0;
2919
2920 case MENU:
2921 if (who->type == PLAYER)
2922 {
2923 shop_listing (op, who);
2924 return 1;
2925 }
2926 else
2927 return 0;
2928
2929 case POWER_CRYSTAL:
2930 apply_power_crystal (who, op); /* see egoitem.c */
2931 return 1;
2932
2933 case LIGHTER: /* for lighting torches/lanterns/etc */
2934 if (who->type == PLAYER)
2935 {
2936 apply_lighter (who, op);
2937 return 1;
2938 }
2939 else
2940 return 0;
2941
2942 case ITEM_TRANSFORMER:
2943 apply_item_transformer (who, op);
2944 return 1;
2945
2946 default:
2947 return 0;
2948 }
2949 }
2950
2951 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2952 * messages as needed by player_apply_below(). But there can still be
2953 * "but you are floating high above the ground" messages.
2954 *
2955 * Same return value as apply() function.
2956 */
2957 int
2958 player_apply (object *pl, object *op, int aflag, int quiet)
2959 {
2960 if (!op->env && (pl->move_type & MOVE_FLYING))
2961 {
2962 /* player is flying and applying object not in inventory */
2963 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2964 {
2965 pl->failmsg ("But you are floating high above the ground! "
2966 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2967 "or waiting till the levitation effect wears off.>");
2968 return 0;
2969 }
2970 }
2971
2972 pl->contr->last_used = op;
2973
2974 int tmp = manual_apply (pl, op, aflag);
2975
2976 if (!quiet)
2977 {
2978 if (tmp == 0)
2979 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2980 else if (tmp == 2)
2981 pl->failmsg ("You must get it first!\n");
2982 }
2983
2984 return tmp;
2985 }
2986
2987 /**
2988 * player_apply_below attempts to apply the object 'below' the player.
2989 * If the player has an open container, we use that for below, otherwise
2990 * we use the ground.
2991 */
2992 void
2993 player_apply_below (object *pl)
2994 {
2995 int floors = 0;
2996
2997 /* If using a container, set the starting item to be the top
2998 * item in the container. Otherwise, use the map.
2999 * This is perhaps more complicated. However, I want to make sure that
3000 * we don't use a corrupt pointer for the next object, so we get the
3001 * next object in the stack before applying. This is can only be a
3002 * problem if player_apply() has a bug in that it uses the object but does
3003 * not return a proper value.
3004 */
3005 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3006 {
3007 next = tmp->below;
3008
3009 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3010 floors++;
3011 else if (floors > 0)
3012 return; /* process only floor objects after first floor object */
3013
3014 /* If it is visible, player can apply it. If it is applied by
3015 * person moving on it, also activate. Added code to make it
3016 * so that at least one of players movement types be that which
3017 * the item needs.
3018 */
3019 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3020 if (player_apply (pl, tmp, 0, 1) == 1)
3021 return;
3022
3023 if (floors >= 2)
3024 return; /* process at most two floor objects */
3025 }
3026 }
3027
3028 /**
3029 * Unapplies specified item.
3030 * No check done on cursed/damned.
3031 * Break this out of apply_special - this is just done
3032 * to keep the size of apply_special to a more managable size.
3033 */
3034 static int
3035 unapply_special (object *who, object *op, int aflags)
3036 {
3037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3039 return RESULT_INT (0);
3040
3041 CLEAR_FLAG (op, FLAG_APPLIED);
3042
3043 switch (op->type)
3044 {
3045 case SKILL_TOOL:
3046 // unapplying a skill tool should also unapply the skill it governs
3047 // but this is hard, as it shouldn't do so when the skill can
3048 // be used for other reasons
3049 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3050 if (tmp->skill == op->skill
3051 && tmp->type == SKILL
3052 && tmp->flag [FLAG_APPLIED]
3053 && !tmp->flag [FLAG_CAN_USE_SKILL])
3054 unapply_special (who, tmp, 0);
3055
3056 change_abil (who, op);
3057 break;
3058
3059 case WEAPON:
3060 if (player *pl = who->contr)
3061 if (op == pl->combat_ob)
3062 {
3063 pl->combat_ob = 0;
3064 who->change_weapon (pl->ranged_ob);
3065 }
3066
3067 who->statusmsg (format ("You unwield %s.", query_name (op)));
3068
3069 change_abil (who, op);
3070 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3071 break;
3072
3073 case SKILL:
3074 if (who->contr)
3075 {
3076 if (IS_COMBAT_SKILL (op->subtype))
3077 who->change_weapon (who->contr->combat_ob = 0);
3078 else if (IS_RANGED_SKILL (op->subtype))
3079 who->change_weapon (who->contr->ranged_ob = 0);
3080
3081 if (op->invisible)
3082 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3083 else
3084 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3085 }
3086
3087 change_abil (who, op);
3088 CLEAR_FLAG (who, FLAG_READY_SKILL);
3089 break;
3090
3091 case ARMOUR:
3092 case HELMET:
3093 case SHIELD:
3094 case RING:
3095 case BOOTS:
3096 case GLOVES:
3097 case AMULET:
3098 case GIRDLE:
3099 case BRACERS:
3100 case CLOAK:
3101 who->statusmsg (format ("You unwear %s.", query_name (op)));
3102 change_abil (who, op);
3103 break;
3104
3105 case BOW:
3106 case WAND:
3107 case ROD:
3108 case HORN:
3109 if (player *pl = who->contr)
3110 {
3111 if (op == pl->ranged_ob)
3112 {
3113 pl->ranged_ob = 0;
3114 who->change_weapon (pl->combat_ob);
3115 }
3116
3117 who->statusmsg (format ("You unready %s.", query_name (op)));
3118 }
3119 else
3120 {
3121 who->change_skill (0);
3122
3123 if (op->type == BOW)
3124 CLEAR_FLAG (who, FLAG_READY_BOW);
3125 else
3126 CLEAR_FLAG (who, FLAG_READY_RANGE);
3127 }
3128
3129 break;
3130
3131 case BUILDER:
3132 if (who->contr)
3133 who->statusmsg (format ("You unready %s.", query_name (op)));
3134 break;
3135
3136 default:
3137 who->statusmsg (format ("You unapply %s.", query_name (op)));
3138 break;
3139 }
3140
3141 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3142 if (object *pl = op->visible_to ())
3143 esrv_send_item (pl, op);
3144
3145 who->update_stats ();
3146
3147 return 0;
3148 }
3149
3150 /**
3151 * Returns the object that is using location 'loc'.
3152 * Note that 'start' is the first object to start examing - we
3153 * then go through the below of this. In this way, you can do
3154 * something like:
3155 * tmp = get_next_item_from_body_location(who->inv, 1);
3156 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3157 * to find the second object that may use this location, etc.
3158 * Returns NULL if no match is found.
3159 * loc is the index into the array we are looking for a match.
3160 * don't return invisible objects unless they are skill objects
3161 * invisible other objects that use
3162 * up body locations can be used as restrictions.
3163 */
3164 static object *
3165 get_next_item_from_body_location (int loc, object *start)
3166 {
3167 for (object *tmp = start; tmp; tmp = tmp->below)
3168 if (tmp->flag [FLAG_APPLIED]
3169 && tmp->slot[loc].info
3170 && (!tmp->invisible || tmp->type == SKILL))
3171 return tmp;
3172
3173 return 0;
3174 }
3175
3176 /**
3177 * 'op' wants to apply an object, but can't because of other equipment.
3178 * This should only be called when it is known
3179 * that there are objects to unapply. This makes pretty heavy
3180 * use of get_item_from_body_location. It makes no intelligent choice
3181 * on objects - rather, the first that is matched is used.
3182 * Returns 0 on success, returns 1 if there is some problem.
3183 * if aflags is AP_PRINT, we instead print out waht to unapply
3184 * instead of doing it. This is a lot less code than having
3185 * another function that does just that.
3186 */
3187
3188 #define CANNOT_REMOVE_CURSED \
3189 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3190 "Praying over an altar, scrolls of remove curse/damnation, " \
3191 "priests or even other players might help.>"
3192
3193 static int
3194 unapply_for_ob (object *who, object *op, int aflags)
3195 {
3196 if (op->is_range ())
3197 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3198 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3199 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3200 {
3201 if (aflags & AP_PRINT)
3202 who->failmsg (query_name (tmp));
3203 else
3204 unapply_special (who, tmp, aflags);
3205 }
3206 else
3207 {
3208 /* In this case, we want to try and remove a cursed item.
3209 * While we know it won't work, we want unapply_special to
3210 * at least generate the message.
3211 */
3212 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3213 return 1;
3214 }
3215
3216 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3217 {
3218 /* this used up a slot that we need to free */
3219 if (op->slot[i].info)
3220 {
3221 object *last = who->inv;
3222
3223 /* We do a while loop - may need to remove several items in order
3224 * to free up enough slots.
3225 */
3226 while ((who->slot[i].used + op->slot[i].info) < 0)
3227 {
3228 object *tmp = get_next_item_from_body_location (i, last);
3229
3230 if (!tmp)
3231 {
3232 #if 0
3233 /* Not a bug - we'll get this if the player has cursed items
3234 * equipped.
3235 */
3236 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3237 #endif
3238 return 1;
3239 }
3240
3241 /* If we are just printing, we don't care about cursed status */
3242 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3243 {
3244 if (aflags & AP_PRINT)
3245 who->failmsg (query_name (tmp));
3246 else
3247 unapply_special (who, tmp, aflags);
3248 }
3249 else
3250 {
3251 /* Cursed item that we can't unequip - tell the player.
3252 * Note this could be annoying if this is just one of a few,
3253 * so it may not be critical (eg, putting on a ring and you have
3254 * one cursed ring.)
3255 */
3256 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3257 }
3258
3259 last = tmp->below;
3260 }
3261 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3262 * return in the !tmp would have kicked in.
3263 */
3264 } /* if op is using this body location */
3265 } /* for body lcoations */
3266
3267 return 0;
3268 }
3269
3270 /**
3271 * Checks to see if 'who' can apply object 'op'.
3272 * Returns 0 if apply can be done without anything special.
3273 * Otherwise returns a bitmask - potentially several of these may be
3274 * set, but largely depends on circumstance - in the future, processing
3275 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3276 * is set, do we really care what the other flags may be?)
3277 *
3278 * See include/define.h for detailed description of the meaning of
3279 * these return values.
3280 */
3281 int
3282 can_apply_object (object *who, object *op)
3283 {
3284 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3285 return RESULT_INT (0);
3286
3287 int retval = 0;
3288 object *tmp = 0, *ws = 0;
3289
3290 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3291 {
3292 if (op->slot[i].info)
3293 {
3294 /* Item uses more slots than we have */
3295 if (who->slot[i].info + op->slot [i].info < 0)
3296 {
3297 /* Could return now for efficiency - rest of info below isn't
3298 * really needed.
3299 */
3300 retval |= CAN_APPLY_NEVER;
3301 }
3302 else if (who->slot[i].used + op->slot[i].info < 0)
3303 {
3304 /* in this case, equipping this would use more free spots than
3305 * we have.
3306 */
3307
3308 /* if we have an applied weapon/shield, and unapply it would free
3309 * enough slots to equip the new item, then just set "can
3310 * apply unapply". We don't care about the logic below - if you have a
3311 * shield equipped and try to equip another shield, there is only
3312 * one choice. However, the check for the number of body locations
3313 * does take into the account cases where what is being applied
3314 * may be two handed for example.
3315 */
3316 if (ws)
3317 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3318 {
3319 retval |= CAN_APPLY_UNAPPLY;
3320 continue;
3321 }
3322
3323 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3324 if (!tmp1)
3325 {
3326 #if 0
3327 /* This is sort of an error, but happens a lot when old players
3328 * join in with more stuff equipped than they are now allowed.
3329 */
3330 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3331 #endif
3332 retval |= CAN_APPLY_NEVER;
3333 }
3334 else
3335 {
3336 /* need to unapply something. However, if this something
3337 * is different than we had found before, it means they need
3338 * to apply multiple objects
3339 */
3340 retval |= CAN_APPLY_UNAPPLY;
3341
3342 if (!tmp)
3343 tmp = tmp1;
3344 else if (tmp != tmp1)
3345 retval |= CAN_APPLY_UNAPPLY_MULT;
3346
3347 /* This object isn't using up all the slots, so there must
3348 * be another. If so, and it the new item doesn't need all
3349 * the slots, the player then has a choice.
3350 */
3351 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3352 && abs (op->slot[i].info) < who->slot[i].info)
3353 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3354
3355 /* Does unequippint 'tmp1' free up enough slots for this to be
3356 * equipped? If not, there must be something else to unapply.
3357 */
3358 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3359 retval |= CAN_APPLY_UNAPPLY_MULT;
3360 }
3361 } /* if not enough free slots */
3362 } /* if this object uses location i */
3363 } /* for i -> num_body_locations loop */
3364
3365 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3366 * really be controlled by use of body locations. We do have
3367 * the weapon/shield checks, and the range checks for monsters,
3368 * because you can't control those just by body location - bows, shields,
3369 * and weapons all use the same slot. Similar for horn/rod/wand - they
3370 * all use the same location.
3371 */
3372 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3373 retval |= CAN_APPLY_RESTRICTION;
3374
3375 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3376 retval |= CAN_APPLY_RESTRICTION;
3377
3378 if (who->type != PLAYER)
3379 {
3380 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3381 retval |= CAN_APPLY_RESTRICTION;
3382
3383 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3384 retval |= CAN_APPLY_RESTRICTION;
3385
3386 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3387 retval |= CAN_APPLY_RESTRICTION;
3388
3389 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3390 retval |= CAN_APPLY_RESTRICTION;
3391 }
3392
3393 return retval;
3394 }
3395
3396 /**
3397 * who is the object using the object. It can be a monster.
3398 * op is the object they are using. op is an equipment type item,
3399 * eg, one which you put on and keep on for a while, and not something
3400 * like a potion or scroll.
3401 *
3402 * function returns 1 if the action could not be completed, 0 on
3403 * success. However, success is a matter of meaning - if the
3404 * user passes the 'apply' flag to an object already applied,
3405 * nothing is done, and 0 is returned.
3406 *
3407 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3408 * AP_UNAPPLY=always unapply).
3409 *
3410 * Optional flags:
3411 * AP_NO_MERGE: don't merge an unapplied object with other objects
3412 * AP_IGNORE_CURSE: unapply cursed items
3413 * AP_NO_READY: do not ready skills when applying skill tools
3414 *
3415 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3416 *
3417 * apply_special() doesn't check for unpaid items.
3418 */
3419
3420 #define LACK_ITEM_POWER \
3421 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3422
3423 int
3424 apply_special (object *who, object *op, int aflags)
3425 {
3426 int basic_flag = aflags & AP_BASIC_FLAGS;
3427 object *tmp, *tmp2, *skop = NULL;
3428
3429 if (who == NULL)
3430 {
3431 LOG (llevError, "apply_special() from object without environment.\n");
3432 return 1;
3433 }
3434
3435 if (op->env != who)
3436 return 1; /* op is not in inventory */
3437
3438 /* trying to unequip op */
3439 if (QUERY_FLAG (op, FLAG_APPLIED))
3440 {
3441 /* always apply, so no reason to unapply */
3442 if (basic_flag == AP_APPLY)
3443 return 0;
3444
3445 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3446 {
3447 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3448 return 1;
3449 }
3450
3451 return unapply_special (who, op, aflags);
3452 }
3453 else if (basic_flag == AP_UNAPPLY)
3454 return 0;
3455
3456 // if the item is combat/ranged, wield the relevant slot first
3457 // to resolve conflicts.
3458 if (player *pl = who->contr)
3459 switch (op->slottype ())
3460 {
3461 case slot_combat: who->change_weapon (pl->combat_ob); break;
3462 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3463 }
3464
3465 splay (op);
3466
3467 /* Can't just apply this object. Lets see what not and what to do */
3468 if (int i = can_apply_object (who, op))
3469 {
3470 if (i & CAN_APPLY_NEVER)
3471 {
3472 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3473 return 1;
3474 }
3475 else if (i & CAN_APPLY_RESTRICTION)
3476 {
3477 who->failmsg (format (
3478 "You have a prohibition against using a %s. "
3479 "H<Your belief, profession or class prevents you from applying this item.>",
3480 query_name (op)
3481 ));
3482 return 1;
3483 }
3484
3485 if (who->type != PLAYER)
3486 {
3487 /* Some error, so don't try to equip something more */
3488 if (unapply_for_ob (who, op, aflags))
3489 return 1;
3490 }
3491 else
3492 {
3493 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3494 {
3495 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3496 unapply_for_ob (who, op, AP_PRINT);
3497 return 1;
3498 }
3499 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3500 if (unapply_for_ob (who, op, aflags))
3501 return 1;
3502 }
3503 }
3504
3505 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3506 {
3507 skop = find_skill_by_name (who, op->skill);
3508
3509 if (!skop)
3510 {
3511 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3512 return 1;
3513 }
3514 else
3515 /* While experience will be credited properly, we want to change the
3516 * skill so that the dam and wc get updated
3517 */
3518 who->change_skill (skop);
3519 }
3520
3521 if (!check_item_power (who, op->item_power))
3522 {
3523 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3524 return 1;
3525 }
3526
3527 /* Ok. We are now at the state where we can apply the new object.
3528 * Note that we don't have the checks for can_use_...
3529 * below - that is already taken care of by can_apply_object.
3530 */
3531 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3532
3533 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3534 return RESULT_INT (0);
3535
3536 switch (op->type)
3537 {
3538 case WEAPON:
3539 //TODO: this obviously fails for players using a shorter prefix
3540 // i.e. "R" can use Ragnarok's sword.
3541 if (op->level && !op->name.starts_with (who->name))
3542 {
3543 /* if the weapon does not have the name as the character, can't use it. */
3544 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3545 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3546
3547 if (tmp)
3548 insert_ob_in_ob (tmp, who);
3549
3550 return 1;
3551 }
3552
3553 if (!skop)
3554 {
3555 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3556 return 1;
3557 }
3558
3559 SET_FLAG (op, FLAG_APPLIED);
3560 who->change_skill (skop);
3561
3562 if (who->contr)
3563 who->change_weapon (who->contr->combat_ob = op);
3564
3565 who->statusmsg (format ("You wield %s.", query_name (op)));
3566
3567 SET_FLAG (who, FLAG_READY_WEAPON);
3568 change_abil (who, op);
3569 break;
3570
3571 case ARMOUR:
3572 case HELMET:
3573 case SHIELD:
3574 case BOOTS:
3575 case GLOVES:
3576 case GIRDLE:
3577 case BRACERS:
3578 case CLOAK:
3579 case RING:
3580 case AMULET:
3581 SET_FLAG (op, FLAG_APPLIED);
3582 who->statusmsg (format ("You wear %s.", query_name (op)));
3583 change_abil (who, op);
3584 break;
3585
3586 case SKILL_TOOL:
3587 // applying a skill tool also readies the skill
3588 SET_FLAG (op, FLAG_APPLIED);
3589
3590 if (!(aflags & AP_NO_READY))
3591 {
3592 skop = find_skill_by_name (who, op->skill);
3593 if (!skop->flag [FLAG_APPLIED])
3594 apply_special (who, skop, AP_APPLY);
3595 }
3596 break;
3597
3598 case SKILL:
3599 if (player *pl = who->contr)
3600 {
3601 if (IS_COMBAT_SKILL (op->subtype))
3602 {
3603 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3604 {
3605 for (object *item = who->inv; item; item = item->below)
3606 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3607 {
3608 if (item->skill == op->skill)
3609 {
3610 who->change_weapon (pl->combat_ob = item);
3611 goto found_weapon;
3612 }
3613 }
3614
3615 who->failmsg (format (
3616 "You need to apply a '%s' melee weapon before readying this skill. "
3617 "H<Some skills need an item, in this case a melee weapon, to function.>",
3618 &op->skill
3619 ));
3620 return 1;
3621
3622 found_weapon:;
3623 }
3624 else
3625 who->change_weapon (pl->combat_ob = op);
3626 }
3627 else if (IS_RANGED_SKILL (op->subtype))
3628 {
3629 if (skill_flags [op->subtype] & SF_NEED_BOW)
3630 {
3631 for (object *item = who->inv; item; item = item->below)
3632 if (item->type == BOW && item->flag [FLAG_APPLIED])
3633 {
3634 //TODO: bows should/must all have skill missile weapon right now
3635 who->change_weapon (pl->ranged_ob = item);
3636 goto found_bow;
3637 }
3638
3639 who->failmsg (
3640 "You need to apply a missile weapon before readying this skill. "
3641 "H<Some skills need an item, in this case a missile weapon, to function.>"
3642 );
3643 return 1;
3644
3645 found_bow:;
3646 }
3647 else
3648 who->change_weapon (pl->ranged_ob = op);
3649 }
3650
3651 if (!op->invisible)
3652 {
3653 who->statusmsg (format (
3654 "You ready %s."
3655 "You can now use the skill: %s.",
3656 query_name (op),
3657 &op->skill
3658 ));
3659 }
3660 else
3661 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3662 }
3663 else
3664 {
3665 SET_FLAG (op, FLAG_APPLIED);
3666 change_abil (who, op);
3667 who->chosen_skill = op;
3668 SET_FLAG (who, FLAG_READY_SKILL);
3669 }
3670
3671 break;
3672
3673 case BOW:
3674 if (op->level && !op->name.starts_with (who->name))
3675 {
3676 who->failmsg ("The weapon does not recognize you as its owner. "
3677 "H<Its name indicates that it belongs to somebody else.>");
3678 if (tmp)
3679 insert_ob_in_ob (tmp, who);
3680
3681 return 1;
3682 }
3683
3684 /*FALLTHROUGH*/
3685 case WAND:
3686 case ROD:
3687 case HORN:
3688 /* check for skill, alter player status */
3689
3690 if (!skop)
3691 {
3692 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3693 return 1;
3694 }
3695
3696 SET_FLAG (op, FLAG_APPLIED);
3697 who->change_skill (skop);
3698
3699 if (who->contr)
3700 {
3701 who->contr->ranged_ob = op;
3702
3703 who->statusmsg (format ("You ready %s.", query_name (op)));
3704
3705 if (op->type == BOW)
3706 {
3707 who->current_weapon = op;
3708 change_abil (who, op);
3709 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3710 }
3711 }
3712 else
3713 {
3714 if (op->type == BOW)
3715 SET_FLAG (who, FLAG_READY_BOW);
3716 else
3717 SET_FLAG (who, FLAG_READY_RANGE);
3718 }
3719
3720 break;
3721
3722 case BUILDER:
3723 if (who->type == PLAYER)
3724 {
3725 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3726 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3727 unapply_special (who, who->contr->ranged_ob, 0);
3728
3729 who->statusmsg (format ("You ready your %s.", query_name (op)));
3730
3731 who->contr->ranged_ob = op;
3732 }
3733 break;
3734
3735 default:
3736 who->statusmsg (format ("You apply %s.", query_name (op)));
3737 }
3738
3739 SET_FLAG (op, FLAG_APPLIED);
3740
3741 if (tmp)
3742 who->insert (tmp);
3743
3744 who->update_stats ();
3745
3746 /* We exclude spell casting objects. The fire code will set the
3747 * been applied flag when they are used - until that point,
3748 * you don't know anything about them.
3749 */
3750 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3751 SET_FLAG (op, FLAG_BEEN_APPLIED);
3752
3753 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3754 if (who->type == PLAYER)
3755 {
3756 who->failmsg (
3757 "Oops, it feels deadly cold! "
3758 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3759 );
3760 SET_FLAG (op, FLAG_KNOWN_CURSED);
3761 }
3762
3763 if (object *pl = op->visible_to ())
3764 esrv_send_item (pl, op);
3765
3766 return 0;
3767 }
3768
3769 static int
3770 monster_apply_special (object *who, object *op, int aflags)
3771 {
3772 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3773 return 1;
3774
3775 return apply_special (who, op, aflags);
3776 }
3777
3778 /**
3779 * Map was just loaded, handle op's initialisation.
3780 *
3781 * Generates shop floor's item, and treasures.
3782 */
3783 int
3784 auto_apply (object *op)
3785 {
3786 object *tmp = NULL, *tmp2;
3787 int i;
3788
3789 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3790
3791 switch (op->type)
3792 {
3793 case SHOP_FLOOR:
3794 if (!op->has_random_items ())
3795 return 0;
3796
3797 do
3798 {
3799 i = 10; /* let's give it 10 tries */
3800 while ((tmp = generate_treasure (op->randomitems,
3801 op->stats.exp
3802 ? (int) op->stats.exp
3803 : max (op->map->difficulty, 5)))
3804 == NULL && --i);
3805
3806 if (tmp == NULL)
3807 return 0;
3808
3809 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3810 {
3811 tmp->destroy ();
3812 tmp = NULL;
3813 }
3814 }
3815 while (!tmp);
3816
3817 tmp->x = op->x;
3818 tmp->y = op->y;
3819 SET_FLAG (tmp, FLAG_UNPAID);
3820 insert_ob_in_map (tmp, op->map, NULL, 0);
3821 identify (tmp);
3822 break;
3823
3824 case TREASURE:
3825 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3826 return 0;
3827
3828 while (op->stats.hp-- > 0)
3829 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3830 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3831
3832 /* If we generated an object and put it in this object inventory,
3833 * move it to the parent object as the current object is about
3834 * to disappear. An example of this item is the random_* stuff
3835 * that is put inside other objects.
3836 */
3837 if (op->env)
3838 while (op->inv)
3839 op->env->insert (op->inv);
3840
3841 op->destroy ();
3842 break;
3843 }
3844
3845 return !!tmp;
3846 }
3847
3848 /**
3849 * fix_auto_apply goes through the entire map every time a map
3850 * is loaded or swapped in and performs special actions for
3851 * certain objects (most initialization of chests and creation of
3852 * treasures and stuff). Calls auto_apply if appropriate.
3853 */
3854 void
3855 maptile::fix_auto_apply ()
3856 {
3857 if (!spaces)
3858 return;
3859
3860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3861 for (object *tmp = ms->bot; tmp; )
3862 {
3863 object *above = tmp->above;
3864
3865 if (tmp->inv)
3866 {
3867 object *invtmp, *invnext;
3868
3869 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3870 {
3871 invnext = invtmp->below;
3872
3873 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3874 auto_apply (invtmp);
3875 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3876 {
3877 while (invtmp->stats.hp-- > 0)
3878 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3879
3880 invtmp->randomitems = NULL;
3881 }
3882 else if (invtmp && invtmp->arch
3883 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3884 {
3885 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3886 /* Need to clear this so that we never try to create
3887 * treasure again for this object
3888 */
3889 invtmp->randomitems = NULL;
3890 }
3891 }
3892 /* This is really temporary - the code at the bottom will
3893 * also set randomitems to null. The problem is there are bunches
3894 * of maps/players already out there with items that have spells
3895 * which haven't had the randomitems set to null yet.
3896 * MSW 2004-05-13
3897 *
3898 * And if it's a spellbook, it's better to set randomitems to NULL too,
3899 * else you get two spells in the book ^_-
3900 * Ryo 2004-08-16
3901 */
3902 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3903 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3904 tmp->randomitems = NULL;
3905
3906 }
3907
3908 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3909 auto_apply (tmp);
3910 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3911 {
3912 while ((tmp->stats.hp--) > 0)
3913 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3914 tmp->randomitems = NULL;
3915 }
3916 else if (tmp->type == TIMED_GATE)
3917 {
3918 object *head = tmp->head != NULL ? tmp->head : tmp;
3919
3920 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3921 tmp->set_speed (0);
3922 }
3923 /* This function can be called everytime a map is loaded, even when
3924 * swapping back in. As such, we don't want to create the treasure
3925 * over and ove again, so after we generate the treasure, blank out
3926 * randomitems so if it is swapped in again, it won't make anything.
3927 * This is a problem for the above objects, because they have counters
3928 * which say how many times to make the treasure.
3929 */
3930 else if (tmp && tmp->arch && tmp->type != PLAYER
3931 && tmp->type != TREASURE && tmp->type != SPELL
3932 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3933 {
3934 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3935 tmp->randomitems = NULL;
3936 }
3937
3938 // close all containers
3939 else if (tmp->type == CONTAINER)
3940 tmp->flag [FLAG_APPLIED] = 0;
3941
3942 tmp = above;
3943 }
3944
3945 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3946 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3947 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3948 check_trigger (tmp, tmp->above, tmp->above);
3949 }
3950
3951 /**
3952 * Handles player eating food that temporarily changes status (resistances, stats).
3953 * This used to call cast_change_attr(), but
3954 * that doesn't work with the new spell code. Since we know what
3955 * the food changes, just grab a force and use that instead.
3956 */
3957 void
3958 eat_special_food (object *who, object *food)
3959 {
3960 object *force;
3961 int i, did_one = 0;
3962
3963 char buf[64];
3964 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3965 shstr key (buf);
3966
3967 /* bigger morsel of food = longer effect time */
3968 int duration = TIME2TICK (food->stats.food);
3969
3970 if (force = who->force_find (key))
3971 {
3972 if (duration > abs (force->speed_left / force->speed))
3973 {
3974 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3975 force->force_set_timer (duration);
3976 }
3977 else
3978 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3979
3980 return;
3981 }
3982 else
3983 {
3984 force = who->force_add (key, duration);
3985 force->name = key;
3986
3987 /* check if the food affects a stat */
3988 for (i = 0; i < NUM_STATS; i++)
3989 if (sint8 k = food->stats.stat (i))
3990 {
3991 force->stats.stat (i) = k;
3992 did_one = 1;
3993 }
3994
3995 /* check if we can protect the eater */
3996 for (i = 0; i < NROFATTACKS; i++)
3997 {
3998 if (food->resist[i] > 0)
3999 {
4000 force->resist[i] = food->resist[i];
4001 did_one = 1;
4002 }
4003 }
4004
4005 if (did_one)
4006 {
4007 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
4008
4009 /* make the force take effect and report effects to user */
4010 change_abil (who, force);
4011 }
4012 else
4013 force->destroy ();
4014 }
4015
4016 /* check for hp, sp change */
4017 if (food->stats.hp != 0)
4018 {
4019 if (QUERY_FLAG (food, FLAG_CURSED))
4020 {
4021 who->contr->killer = food;
4022 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4023 who->failmsg ("Eck!...that was poisonous!");
4024 }
4025 else
4026 {
4027 if (food->stats.hp > 0)
4028 who->statusmsg ("You begin to feel better.");
4029 else
4030 who->failmsg ("Eck!...that was poisonous!");
4031
4032 who->stats.hp += food->stats.hp;
4033 }
4034 }
4035
4036 if (food->stats.sp != 0)
4037 {
4038 if (QUERY_FLAG (food, FLAG_CURSED))
4039 {
4040 who->failmsg ("You are drained of mana!");
4041 who->stats.sp -= food->stats.sp;
4042 if (who->stats.sp < 0)
4043 who->stats.sp = 0;
4044 }
4045 else
4046 {
4047 who->statusmsg ("You feel a rush of magical energy!");
4048 who->stats.sp += food->stats.sp;
4049 /* place limit on max sp from food? */
4050 }
4051 }
4052
4053 who->update_stats ();
4054 }
4055
4056 void
4057 apply_changes_to_player (object *pl, object *change)
4058 {
4059 int excess_stat = 0; /* if the stat goes over the maximum
4060 for the race, put the excess stat some
4061 where else. */
4062
4063 switch (change->type)
4064 {
4065 case CLASS:
4066 {
4067 living *stats = &(pl->contr->orig_stats);
4068 living *ns = &(change->stats);
4069 object *walk;
4070 int flag_change_face = 1;
4071
4072 /* the following code assigns stats up to the stat max
4073 * for the race, and if the stat max is exceeded,
4074 * tries to randomly reassign the excess stat
4075 */
4076 int i, j;
4077
4078 for (i = 0; i < NUM_STATS; i++)
4079 {
4080 int race_bonus = pl->arch->stats.stat (i);
4081 sint8 stat = stats->stat (i) + ns->stat (i);
4082
4083 if (stat > 20 + race_bonus)
4084 {
4085 excess_stat++;
4086 stat = 20 + race_bonus;
4087 }
4088
4089 stats->stat (i) = stat;
4090 }
4091
4092 for (j = 0; excess_stat > 0 && j < 100; j++)
4093 { /* try 100 times to assign excess stats */
4094 int i = rndm (0, 6);
4095
4096 if (i == CHA)
4097 continue; /* exclude cha from this */
4098
4099 int stat = stats->stat (i);
4100 int race_bonus = pl->arch->stats.stat (i);
4101 if (stat < 20 + race_bonus)
4102 {
4103 change_attr_value (stats, i, 1);
4104 excess_stat--;
4105 }
4106 }
4107
4108 /* insert the randomitems from the change's treasurelist into
4109 * the player ref: player.c
4110 */
4111 if (change->randomitems)
4112 give_initial_items (pl, change->randomitems);
4113
4114 /* set up the face, for some races. */
4115
4116 /* first, look for the force object banning
4117 * changing the face. Certain races never change face with class.
4118 */
4119 for (walk = pl->inv; walk; walk = walk->below)
4120 if (walk->name == shstr_NOCLASSFACECHANGE)
4121 flag_change_face = 0;
4122
4123 if (flag_change_face)
4124 {
4125 pl->face = change->face;
4126 pl->animation_id = change->animation_id;
4127 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4128 }
4129
4130 /* check the special case of can't use weapons */
4131 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4132 if (change->name == shstr_monk)
4133 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4134
4135 break;
4136 }
4137 }
4138 }
4139