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Revision: 1.172
Committed: Mon Sep 29 10:32:50 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.171: +11 -11 lines
Log Message:
destroy (true) => destroy ()

File Contents

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