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Revision: 1.177
Committed: Sun Dec 28 07:23:52 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.176: +6 -3 lines
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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 (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1011 else if (price_in < sint64 (item->nrof) * item->value)
1012 {
1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1015 /**
1016 * elmex: we are going to let the game continue, as the mapcreator
1017 * hopefully had something in mind when doing this.
1018 */
1019 }
1020
1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1027 return 1;
1028 }
1029
1030 /**
1031 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se).
1033 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1034 * added the alchemical cauldron to the code -b.t.
1035 */
1036 int
1037 apply_container (object *op, object *sack)
1038 {
1039 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */
1041
1042 if (!sack || sack->type != CONTAINER)
1043 {
1044 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1045 return 0;
1046 }
1047
1048 op->contr->last_used = 0;
1049
1050 if (sack->env && sack->env != op)
1051 {
1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1053 return 1;
1054 }
1055
1056 // already applied == open on ground, or open in inv, or active in inv
1057 if (sack->flag [FLAG_APPLIED])
1058 {
1059 if (op->container == sack)
1060 {
1061 // open on ground or inv, so close
1062 op->close_container ();
1063 return 1;
1064 }
1065 else if (!sack->env)
1066 {
1067 // active, but not ours: some other player has opened it
1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1069 return 1;
1070 }
1071
1072 // fall through to opening it (active in inv)
1073 }
1074 else if (sack->env)
1075 {
1076 // it is in our env, so activate it, do not open yet
1077 op->close_container ();
1078 sack->flag [FLAG_APPLIED] = 1;
1079 esrv_update_item (UPD_FLAGS, op, sack);
1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1081 return 1;
1082 }
1083
1084 // it's locked?
1085 if (sack->slaying)
1086 {
1087 if (object *tmp = find_key (op, op, sack))
1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1089 else
1090 {
1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1092 return 1;
1093 }
1094 }
1095
1096 op->open_container (sack);
1097
1098 return 1;
1099 }
1100
1101 /**
1102 * Handles dropping things on altar.
1103 * Returns true if sacrifice was accepted.
1104 */
1105 static int
1106 apply_altar (object *altar, object *sacrifice, object *originator)
1107 {
1108 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0;
1111
1112 if (operate_altar (altar, &sacrifice))
1113 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * with an altar. We call it a Potion - altars are stationary - it
1116 * is up to map designers to use them properly.
1117 */
1118 if (altar->inv && altar->inv->type == SPELL)
1119 {
1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1122 /* If it is connected, push the button. Fixes some problems with
1123 * old maps.
1124 */
1125
1126 /* push_button (altar);*/
1127 }
1128 else
1129 {
1130 altar->value = 1; /* works only once */
1131 push_button (altar);
1132 }
1133
1134 return !sacrifice;
1135 }
1136 else
1137 return 0;
1138 }
1139
1140 /**
1141 * Handles 'movement' of shop mats.
1142 * Returns 1 if 'op' was destroyed, 0 if not.
1143 * Largely re-written to not use nearly as many gotos, plus
1144 * some of this code just looked plain out of date.
1145 * MSW 2001-08-29
1146 */
1147 int
1148 apply_shop_mat (object *shop_mat, object *op)
1149 {
1150 int rv = 0;
1151 double opinion;
1152 object *tmp, *next;
1153
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155
1156 bool has_unpaid = false;
1157
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID])
1162 {
1163 has_unpaid = true;
1164 break;
1165 }
1166
1167 if (op->type != PLAYER)
1168 {
1169 /* Remove all the unpaid objects that may be carried here.
1170 * This could be pets or monsters that are somehow in
1171 * the shop.
1172 */
1173 for (tmp = op->inv; tmp; tmp = next)
1174 {
1175 next = tmp->below;
1176
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 {
1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1180
1181 tmp->remove ();
1182
1183 if (i == -1)
1184 i = 0;
1185
1186 tmp->map = op->map;
1187 tmp->x = op->x + freearr_x[i];
1188 tmp->y = op->y + freearr_y[i];
1189 insert_ob_in_map (tmp, op->map, op, 0);
1190 }
1191 }
1192
1193 /* Don't teleport things like spell effects */
1194 if (QUERY_FLAG (op, FLAG_NO_PICK))
1195 return 0;
1196
1197 /* unpaid objects, or non living objects, can't transfer by
1198 * shop mats. Instead, put it on a nearby space.
1199 */
1200 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1201 {
1202 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1203 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1204
1205 if (i != -1)
1206 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1207
1208 return 0;
1209 }
1210 /* Removed code that checked for multipart objects - it appears that
1211 * the teleport function should be able to handle this just fine.
1212 */
1213 rv = teleport (shop_mat, SHOP_MAT, op);
1214 }
1215 else if (can_pay (op) && get_payment (op))
1216 {
1217 /* this is only used for players */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219
1220 if (has_unpaid)
1221 op->contr->play_sound (sound_find ("shop_buy"));
1222 else if (is_in_shop (op))
1223 op->contr->play_sound (sound_find ("shop_enter"));
1224 else
1225 op->contr->play_sound (sound_find ("shop_leave"));
1226
1227 if (shop_mat->msg)
1228 op->statusmsg (shop_mat->msg);
1229 /* This check below is a bit simplistic - generally it should be correct,
1230 * but there is never a guarantee that the bottom space on the map is
1231 * actually the shop floor.
1232 */
1233 else if (!rv && !is_in_shop (op))
1234 {
1235 opinion = shopkeeper_approval (op->map, op);
1236
1237 op->statusmsg (
1238 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1239 : opinion >= 0.75 ? "The shopkeeper waves to you."
1240 : opinion >= 0.50 ? "The shopkeeper ignores you."
1241 : "The shopkeeper glares at you with contempt."
1242 );
1243 }
1244 }
1245 else
1246 {
1247 /* if we get here, a player tried to leave a shop but was not able
1248 * to afford the items he has. We try to move the player so that
1249 * they are not on the mat anymore
1250 */
1251 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1252
1253 if (i == -1)
1254 LOG (llevError, "Internal shop-mat problem.\n");
1255 else
1256 {
1257 op->remove ();
1258 op->x += freearr_x[i];
1259 op->y += freearr_y[i];
1260 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_NO_APPLY);
1265 return rv;
1266 }
1267
1268 /**
1269 * Handles applying a sign.
1270 */
1271 static void
1272 apply_sign (object *op, object *sign, int autoapply)
1273 {
1274 if (sign->has_dialogue ())
1275 {
1276 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1277 return;
1278 }
1279
1280 if (!sign->msg)
1281 {
1282 op->contr->infobox (MSG_CHANNEL ("examine"),
1283 format ("T<%s>\n\n Nothing %sis written on it.",
1284 &sign->name,
1285 sign->name == sign->arch->name ? "" : "else "));
1286 return;
1287 }
1288
1289 if (sign->stats.food)
1290 {
1291 if (sign->last_eat >= sign->stats.food)
1292 {
1293 if (!sign->move_on)
1294 op->failmsg ("You cannot read it anymore.");
1295
1296 return;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1300 sign->last_eat++;
1301 }
1302
1303 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1304 * No way to know for sure. The presumption is basically that if
1305 * move_on is zero, it needs to be manually applied (doesn't talk
1306 * to us).
1307 */
1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1309 {
1310 op->failmsg ("You are unable to read while blind!");
1311 return;
1312 }
1313
1314 if (op->contr)
1315 if (client *ns = op->contr->ns)
1316 {
1317 if (sign->sound)
1318 ns->play_sound (sign->sound);
1319 else if (autoapply)
1320 ns->play_sound (sound_find ("msg_voice"));
1321
1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1323 }
1324 }
1325
1326 static void
1327 move_apply_hole (object *trap, object *victim)
1328 {
1329 /* Hole not open? */
1330 if (trap->stats.wc > 0)
1331 return;
1332
1333 /* Is this a multipart monster and not the head? If so, return.
1334 * Processing will happen if the head runs into the pit
1335 */
1336 if (victim->head)
1337 return;
1338
1339 // now find all possible locations and randomly pick one
1340 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1341 trap->range >= 3 ? SIZEOFFREE3 + 1
1342 : trap->range >= 2 ? SIZEOFFREE2 + 1
1343 : trap->range >= 1 ? SIZEOFFREE1 + 1
1344 : SIZEOFFREE0 + 1);
1345
1346 if (dir < 0)
1347 return;
1348
1349 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1350 victim->statusmsg ("You fall through the hole!", NDI_RED);
1351
1352 transfer_ob (victim,
1353 EXIT_X (trap) + freearr_x[dir],
1354 EXIT_Y (trap) + freearr_y[dir],
1355 0, victim);
1356 }
1357
1358 /**
1359 * 'victim' moves onto 'trap'
1360 * 'victim' leaves 'trap'
1361 * effect is determined by move_on/move_off of trap and move_type of victime.
1362 *
1363 * originator: Player, monster or other object that caused 'victim' to move
1364 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1365 * However, some types of traps require an originator to function.
1366 */
1367 void
1368 move_apply (object *trap, object *victim, object *originator)
1369 {
1370 static int recursion_depth = 0;
1371
1372 /* Only exits affect DMs. */
1373 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1374 return;
1375
1376 /* move_apply() is the most likely candidate for causing unwanted and
1377 * possibly unlimited recursion.
1378 */
1379 /* The following was changed because it was causing perfeclty correct
1380 * maps to fail. 1) it's not an error to recurse:
1381 * rune detonates, summoning monster. monster lands on nearby rune.
1382 * nearby rune detonates. This sort of recursion is expected and
1383 * proper. This code was causing needless crashes.
1384 */
1385 if (recursion_depth >= 500)
1386 {
1387 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1388 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1389 return;
1390 }
1391
1392 recursion_depth++;
1393 if (trap->head)
1394 trap = trap->head;
1395
1396 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1397 goto leave;
1398
1399 switch (trap->type)
1400 {
1401 case PLAYERMOVER:
1402 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1403 {
1404 if (!trap->stats.maxsp)
1405 trap->stats.maxsp = 2;
1406
1407 /* Is this correct? From the docs, it doesn't look like it
1408 * should be divided by trap->speed
1409 */
1410 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1411
1412 /* Just put in some sanity check. I think there is a bug in the
1413 * above with some objects have zero speed, and thus the player
1414 * getting permanently paralyzed.
1415 */
1416 if (victim->speed_left < -50.f)
1417 victim->speed_left = -50.f;
1418 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1419 }
1420 goto leave;
1421
1422 case SPINNER:
1423 if (victim->direction)
1424 {
1425 victim->direction = absdir (victim->direction - trap->stats.sp);
1426 update_turn_face (victim);
1427 }
1428 goto leave;
1429
1430 case DIRECTOR:
1431 if (victim->direction && !should_director_abort (trap, victim))
1432 {
1433 victim->direction = trap->stats.sp;
1434 update_turn_face (victim);
1435 }
1436 goto leave;
1437
1438 case BUTTON:
1439 case PEDESTAL:
1440 update_button (trap);
1441 goto leave;
1442
1443 case ALTAR:
1444 /* sacrifice victim on trap */
1445 apply_altar (trap, victim, originator);
1446 goto leave;
1447
1448 case THROWN_OBJ:
1449 if (trap->inv == NULL)
1450 goto leave;
1451 /* fallthrough */
1452
1453 case ARROW:
1454 /* bad bug: monster throw a object, make a step forwards, step on object ,
1455 * trigger this here and get hit by own missile - and will be own enemy.
1456 * Victim then is his own enemy and will start to kill herself (this is
1457 * removed) but we have not synced victim and his missile. To avoid senseless
1458 * action, we avoid hits here
1459 */
1460 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1461 hit_with_arrow (trap, victim);
1462 goto leave;
1463
1464 case SPELL_EFFECT:
1465 apply_spell_effect (trap, victim);
1466 goto leave;
1467
1468 case TRAPDOOR:
1469 {
1470 int max, sound_was_played;
1471 object *ab, *ab_next;
1472
1473 if (!trap->value)
1474 {
1475 int tot;
1476
1477 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1478 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1479 tot += ab->head_ ()->total_weight ();
1480
1481 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1482 goto leave;
1483
1484 SET_ANIMATION (trap, trap->value);
1485 update_object (trap, UP_OBJ_FACE);
1486 }
1487
1488 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1489 {
1490 /* need to set this up, since if we do transfer the object,
1491 * ab->above would be bogus
1492 */
1493 ab_next = ab->above;
1494
1495 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1496 {
1497 if (!sound_was_played)
1498 {
1499 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1500 sound_was_played = 1;
1501 }
1502
1503 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1504 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1505 }
1506 }
1507 goto leave;
1508 }
1509
1510 case CONVERTER:
1511 if (convert_item (victim, trap) < 0)
1512 {
1513 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1514 archetype::get (shstr_burnout)->insert_at (trap, trap);
1515 }
1516
1517 goto leave;
1518
1519 case TRIGGER_BUTTON:
1520 case TRIGGER_PEDESTAL:
1521 case TRIGGER_ALTAR:
1522 check_trigger (trap, victim);
1523 goto leave;
1524
1525 case DEEP_SWAMP:
1526 walk_on_deep_swamp (trap, victim);
1527 goto leave;
1528
1529 case CHECK_INV:
1530 check_inv (victim, trap);
1531 goto leave;
1532
1533 case HOLE:
1534 move_apply_hole (trap, victim);
1535 goto leave;
1536
1537 case EXIT:
1538 if (victim->type == PLAYER && EXIT_PATH (trap))
1539 {
1540 /* Basically, don't show exits leading to random maps the
1541 * players output.
1542 */
1543 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1544 victim->statusmsg (trap->msg, NDI_NAVY);
1545
1546 trap->play_sound (trap->sound);
1547 victim->enter_exit (trap);
1548 }
1549 goto leave;
1550
1551 case ENCOUNTER:
1552 /* may be some leftovers on this */
1553 goto leave;
1554
1555 case SHOP_MAT:
1556 apply_shop_mat (trap, victim);
1557 goto leave;
1558
1559 /* Drop a certain amount of gold, and have one item identified */
1560 case IDENTIFY_ALTAR:
1561 apply_id_altar (victim, trap, originator);
1562 goto leave;
1563
1564 case SIGN:
1565 if (victim->type != PLAYER && trap->stats.food > 0)
1566 goto leave; /* monsters musn't apply magic_mouths with counters */
1567
1568 apply_sign (victim, trap, 1);
1569 goto leave;
1570
1571 case CONTAINER:
1572 apply_container (victim, trap);
1573 goto leave;
1574
1575 case RUNE:
1576 case TRAP:
1577 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1578 spring_trap (trap, victim);
1579 goto leave;
1580
1581 default:
1582 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1583 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1584 goto leave;
1585 }
1586
1587 leave:
1588 recursion_depth--;
1589 }
1590
1591 /**
1592 * Handles reading a regular (ie not containing a spell) book.
1593 */
1594 static void
1595 apply_book (object *op, object *tmp)
1596 {
1597 int lev_diff;
1598 object *skill_ob;
1599
1600 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1601 {
1602 op->failmsg ("You are unable to read while blind!");
1603 return;
1604 }
1605
1606 if (!tmp->msg)
1607 {
1608 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1609 return;
1610 }
1611
1612 /* need a literacy skill to read stuff! */
1613 skill_ob = find_skill_by_name (op, tmp->skill);
1614 if (!skill_ob)
1615 {
1616 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1617 return;
1618 }
1619
1620 lev_diff = tmp->level - (skill_ob->level + 5);
1621 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1622 {
1623 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1624 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1625 : lev_diff < 5 ? "This book is beyond your comprehension."
1626 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1627 : lev_diff < 15 ? "This book is way beyond your comprehension."
1628 : "This book is totally beyond your comprehension.");
1629 return;
1630 }
1631
1632 readable_message_type *msgType = get_readable_message_type (tmp);
1633
1634 if (player *pl = op->contr)
1635 if (client *ns = pl->ns)
1636 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1637
1638 /* gain xp from reading */
1639 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1640 { /* only if not read before */
1641 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1642
1643 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1644 {
1645 /*exp_gain *= 2; because they just identified it too */
1646 SET_FLAG (tmp, FLAG_IDENTIFIED);
1647
1648 if (object *pl = tmp->visible_to ())
1649 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1650 }
1651
1652 change_exp (op, exp_gain, skill_ob->skill, 0);
1653 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1654 }
1655 }
1656
1657 /**
1658 * Handles the applying of a skill scroll, calling learn_skill straight.
1659 * op is the person learning the skill, tmp is the skill scroll object
1660 */
1661 static void
1662 apply_skillscroll (object *op, object *tmp)
1663 {
1664 switch (learn_skill (op, tmp))
1665 {
1666 case 0:
1667 op->play_sound (sound_find ("generic_fail"));
1668 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1669 break;
1670
1671 case 1:
1672 tmp->decrease ();
1673 op->play_sound (sound_find ("skill_learn"));
1674 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1675 break;
1676
1677 default:
1678 tmp->decrease ();
1679 op->play_sound (sound_find ("generic_fail"));
1680 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1681 break;
1682 }
1683 }
1684
1685 /**
1686 * Actually makes op learn spell.
1687 * Informs player of what happens.
1688 */
1689 void
1690 do_learn_spell (object *op, object *spell, int special_prayer)
1691 {
1692 object *tmp;
1693
1694 if (op->type != PLAYER)
1695 {
1696 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1697 return;
1698 }
1699
1700 /* Upgrade special prayers to normal prayers */
1701 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1702 {
1703 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1704 {
1705 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1706 return;
1707 }
1708 return;
1709 }
1710
1711 op->contr->play_sound (sound_find ("learn_spell"));
1712
1713 tmp = spell->clone ();
1714 insert_ob_in_ob (tmp, op);
1715
1716 if (special_prayer)
1717 SET_FLAG (tmp, FLAG_STARTEQUIP);
1718
1719 esrv_add_spells (op->contr, tmp);
1720 }
1721
1722 /**
1723 * Erases spell from player's inventory.
1724 */
1725 void
1726 do_forget_spell (object *op, const char *spell)
1727 {
1728 object *spob;
1729
1730 if (op->type != PLAYER)
1731 {
1732 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1733 return;
1734 }
1735 if ((spob = check_spell_known (op, spell)) == NULL)
1736 {
1737 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1738 return;
1739 }
1740
1741 op->failmsg (format ("You lose knowledge of %s.", spell));
1742 player_unready_range_ob (op->contr, spob);
1743 esrv_remove_spell (op->contr, spob);
1744 spob->destroy ();
1745 }
1746
1747 /**
1748 * Handles player applying a spellbook.
1749 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1750 * stuff like that. Random learning failure too.
1751 */
1752 static void
1753 apply_spellbook (object *op, object *tmp)
1754 {
1755 object *skop, *spell, *spell_skill;
1756
1757 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1758 {
1759 op->failmsg ("You are unable to read while blind.");
1760 return;
1761 }
1762
1763 /* artifact_spellbooks have 'slaying' field point to a spell name,
1764 * instead of having their spell stored in stats.sp. These are
1765 * legacy spellbooks
1766 */
1767 if (tmp->slaying)
1768 {
1769 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1770 if (!spell)
1771 {
1772 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1773 return;
1774 }
1775 else
1776 insert_ob_in_ob (spell, tmp);
1777
1778 tmp->slaying = 0;
1779 }
1780
1781 skop = find_skill_by_name (op, tmp->skill);
1782
1783 /* need a literacy skill to learn spells. Also, having a literacy level
1784 * lower than the spell will make learning the spell more difficult */
1785 if (!skop)
1786 {
1787 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1788 return;
1789 }
1790
1791 spell = tmp->inv;
1792
1793 if (!spell)
1794 {
1795 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1796 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1797 return;
1798 }
1799
1800 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1801 {
1802 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1803 return;
1804 }
1805
1806 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1807
1808 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1809 identify (tmp);
1810
1811 /* I removed the check for special_prayer_mark here - it didn't make
1812 * a lot of sense - special prayers are not found in spellbooks, and
1813 * if the player doesn't know the spell, doesn't make a lot of sense that
1814 * they would have a special prayer mark.
1815 */
1816 if (check_spell_known (op, spell->name))
1817 {
1818 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1819 return;
1820 }
1821
1822 if (spell->skill)
1823 {
1824 spell_skill = find_skill_by_name (op, spell->skill);
1825
1826 if (!spell_skill)
1827 {
1828 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1829 return;
1830 }
1831
1832 if (spell_skill->level < spell->level)
1833 {
1834 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1835 return;
1836 }
1837 }
1838
1839 /* Logic as follows
1840 *
1841 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1842 *
1843 * 2- The learner's skill level in literacy adjusts the chance to learn
1844 * a spell.
1845 *
1846 * 3 -Automatically fail to learn if you read while confused
1847 *
1848 * Overall, chances are the same but a player will find having a high
1849 * literacy rate very useful! -b.t.
1850 */
1851 if (QUERY_FLAG (op, FLAG_CONFUSED))
1852 {
1853 op->failmsg ("In your confused state you flub the wording of the text!");
1854 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1855 }
1856 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1857 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1858 {
1859 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1860 do_learn_spell (op, spell, 0);
1861
1862 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 }
1866 else
1867 {
1868 op->contr->play_sound (sound_find ("fumble_spell"));
1869 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1870 }
1871
1872 tmp->decrease ();
1873 }
1874
1875 /**
1876 * Handles applying a spell scroll.
1877 */
1878 void
1879 apply_scroll (object *op, object *tmp, int dir)
1880 {
1881 object *skop;
1882
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 {
1885 op->failmsg ("You are unable to read while blind.");
1886 return;
1887 }
1888
1889 if (!tmp->inv || tmp->inv->type != SPELL)
1890 {
1891 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1892 return;
1893 }
1894
1895 if (op->type == PLAYER)
1896 {
1897 /* players need a literacy skill to read stuff! */
1898 int exp_gain = 0;
1899
1900 /* hard code literacy - tmp->skill points to where the exp
1901 * should go for anything killed by the spell.
1902 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904
1905 if (!skop)
1906 {
1907 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1908 return;
1909 }
1910
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0);
1913 }
1914
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp);
1917
1918 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1919
1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 tmp->decrease ();
1922 }
1923
1924 /**
1925 * Applies a treasure object - by default, chest. op
1926 * is the person doing the applying, tmp is the treasure
1927 * chest.
1928 */
1929 static void
1930 apply_treasure (object *op, object *tmp)
1931 {
1932 /* Nice side effect of this treasure creation method is that the treasure
1933 * for the chest is done when the chest is created, and put into the chest
1934 * inventory. So that when the chest burns up, the items still exist. Also
1935 * prevents people from moving chests to more difficult maps to get better
1936 * treasure
1937 */
1938 object *treas = tmp->inv;
1939
1940 if (!treas)
1941 {
1942 op->statusmsg ("The chest was empty.");
1943 tmp->decrease ();
1944 return;
1945 }
1946
1947 while (tmp->inv)
1948 {
1949 treas = tmp->inv;
1950 treas->remove ();
1951
1952 treas->x = op->x;
1953 treas->y = op->y;
1954 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1955
1956 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1957 spring_trap (treas, op);
1958
1959 /* If either player or container was destroyed, no need to do
1960 * further processing. I think this should be enclused with
1961 * spring trap above, as I don't think there is otherwise
1962 * any way for the treasure chest or player to get killed.
1963 */
1964 if (op->destroyed () || tmp->destroyed ())
1965 break;
1966 }
1967
1968 if (!tmp->destroyed () && !tmp->inv)
1969 tmp->decrease (true);
1970 }
1971
1972 /**
1973 * op eats food.
1974 * If player, takes care of messages and dragon special food.
1975 */
1976 static void
1977 apply_food (object *op, object *tmp)
1978 {
1979 int capacity_remaining;
1980
1981 if (op->type != PLAYER)
1982 op->stats.hp = op->stats.maxhp;
1983 else
1984 {
1985 /* check if this is a dragon (player), eating some flesh */
1986 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1987 ;
1988 else
1989 {
1990 /* usual case - no dragon meal: */
1991 if (op->stats.food + tmp->stats.food > 999)
1992 {
1993 if (tmp->type == FOOD || tmp->type == FLESH)
1994 op->failmsg ("You feel full, but what a waste of food!");
1995 else
1996 op->statusmsg ("Most of the drink goes down your face not your throat!");
1997 }
1998
1999 tmp->play_sound (
2000 tmp->sound
2001 ? tmp->sound
2002 : tmp->type == DRINK
2003 ? sound_find ("eat_drink")
2004 : sound_find ("eat_food")
2005 );
2006
2007 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2008 {
2009 const char *buf;
2010
2011 if (!is_dragon_pl (op))
2012 {
2013 /* eating message for normal players */
2014 if (tmp->type == DRINK)
2015 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2016 else
2017 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2018 }
2019 else
2020 /* eating message for dragon players */
2021 buf = format ("The %s tasted terrible!", &tmp->name);
2022
2023 op->statusmsg (buf);
2024
2025 capacity_remaining = 999 - op->stats.food;
2026 op->stats.food += tmp->stats.food;
2027 if (capacity_remaining < tmp->stats.food)
2028 op->stats.hp += capacity_remaining / 50;
2029 else
2030 op->stats.hp += tmp->stats.food / 50;
2031
2032 if (op->stats.hp > op->stats.maxhp)
2033 op->stats.hp = op->stats.maxhp;
2034 if (op->stats.food > 999)
2035 op->stats.food = 999;
2036 }
2037
2038 /* special food hack -b.t. */
2039 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2040 eat_special_food (op, tmp);
2041 }
2042 }
2043
2044 handle_apply_yield (tmp);
2045 tmp->decrease ();
2046 }
2047
2048 /**
2049 * A dragon is eating some flesh. If the flesh contains resistances,
2050 * there is a chance for the dragon's skin to get improved.
2051 *
2052 * attributes:
2053 * object *op the object (dragon player) eating the flesh
2054 * object *meal the flesh item, getting chewed in dragon's mouth
2055 * return:
2056 * int 1 if eating successful, 0 if it doesn't work
2057 */
2058 int
2059 dragon_eat_flesh (object *op, object *meal)
2060 {
2061 object *skin = NULL; /* pointer to dragon skin force */
2062 object *abil = NULL; /* pointer to dragon ability force */
2063 object *tmp = NULL; /* tmp. object */
2064
2065 double chance; /* improvement-chance of one resistance type */
2066 double totalchance = 1; /* total chance of gaining one resistance */
2067 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2068 double mbonus = 0; /* monster bonus */
2069 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2070 int winners = 0; /* number of winners */
2071 int i; /* index */
2072
2073 /* let's make sure and doublecheck the parameters */
2074 if (meal->type != FLESH || !is_dragon_pl (op))
2075 return 0;
2076
2077 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2078 from the player's inventory */
2079 for (tmp = op->inv; tmp; tmp = tmp->below)
2080 if (tmp->type == FORCE)
2081 if (tmp->arch->archname == shstr_dragon_skin_force)
2082 skin = tmp;
2083 else if (tmp->arch->archname == shstr_dragon_ability_force)
2084 abil = tmp;
2085
2086 /* if either skin or ability are missing, this is an old player
2087 which is not to be considered a dragon -> bail out */
2088 if (skin == NULL || abil == NULL)
2089 return 0;
2090
2091 /* now start by filling stomache and health, according to food-value */
2092 if ((999 - op->stats.food) < meal->stats.food)
2093 op->stats.hp += (999 - op->stats.food) / 50;
2094 else
2095 op->stats.hp += meal->stats.food / 50;
2096
2097 if (op->stats.hp > op->stats.maxhp)
2098 op->stats.hp = op->stats.maxhp;
2099
2100 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2101
2102 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2103
2104 /* on to the interesting part: chances for adding resistance */
2105 for (i = 0; i < NROFATTACKS; i++)
2106 {
2107 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2108 {
2109 /* got positive resistance, now calculate improvement chance (0-100) */
2110
2111 /* this bonus makes resistance increase easier at lower levels */
2112 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2113 if (i == abil->stats.exp)
2114 bonus += 5; /* additional bonus for resistance of ability-focus */
2115
2116 /* monster bonus increases with level, because high-level
2117 flesh is too rare */
2118 mbonus = op->level * 20. / ((double) settings.max_level);
2119
2120 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2121 ((double) settings.max_level)) - skin->resist[i];
2122
2123 if (chance >= 0.)
2124 chance += 1.;
2125 else
2126 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2127
2128 /* chance is proportional to amount of resistance (max. 50) */
2129 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2130
2131 /* doubled chance for resistance of ability-focus */
2132 if (i == abil->stats.exp)
2133 chance = MIN (100., chance * 2.);
2134
2135 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2136 if (rndm (10000) < (unsigned int) (chance * 100))
2137 {
2138 atnr_winner[winners] = i;
2139 winners++;
2140 }
2141
2142 if (chance >= 0.01)
2143 totalchance *= 1 - chance / 100;
2144
2145 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2146 }
2147 }
2148
2149 /* inverse totalchance as until now we have the failure-chance */
2150 totalchance = 100 - totalchance * 100;
2151
2152 /* print message according to totalchance */
2153 const char *buf;
2154 if (totalchance > 50.)
2155 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2156 else if (totalchance > 10.)
2157 buf = format ("The %s tasted very good.", &meal->name);
2158 else if (totalchance > 1.)
2159 buf = format ("The %s tasted good.", &meal->name);
2160 else if (totalchance > 0.1)
2161 buf = format ("The %s tasted bland.", &meal->name);
2162 else if (totalchance >= 0.01)
2163 buf = format ("The %s had a boring taste.", &meal->name);
2164 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2165 buf = format ("The %s tasted strange.", &meal->name);
2166 else
2167 buf = format ("The %s had no taste.", &meal->name);
2168
2169 op->statusmsg (buf);
2170
2171 /* now choose a winner if we have any */
2172 i = -1;
2173 if (winners > 0)
2174 i = atnr_winner [rndm (winners)];
2175
2176 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2177 {
2178 /* resistance increased! */
2179 skin->resist[i]++;
2180 op->update_stats ();
2181
2182 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2183 }
2184
2185 /* if this flesh contains a new ability focus, we mark it
2186 into the ability_force and it will take effect on next level */
2187 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2188 {
2189 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2190
2191 if (meal->last_eat != abil->stats.exp)
2192 op->statusmsg (format (
2193 "Your metabolism prepares to focus on %s!\n"
2194 "The change will happen at level %d.",
2195 change_resist_msg[meal->last_eat],
2196 abil->level + 1
2197 ));
2198 else
2199 {
2200 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2201 abil->last_eat = 0;
2202 }
2203 }
2204
2205 return 1;
2206 }
2207
2208 /**
2209 * Handles applying an improve armor scroll.
2210 * Does some sanity checks, then calls improve_armour.
2211 */
2212 static void
2213 apply_armour_improver (object *op, object *tmp)
2214 {
2215 object *armor;
2216
2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 {
2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 return;
2221 }
2222
2223 armor = find_marked_object (op);
2224
2225 if (!armor)
2226 {
2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2228 return;
2229 }
2230
2231 if (armor->type != ARMOUR
2232 && armor->type != CLOAK
2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 {
2235 op->failmsg ("Your marked item is not armour!\n");
2236 return;
2237 }
2238
2239 op->statusmsg ("Applying armour enchantment.");
2240 improve_armour (op, tmp, armor);
2241 }
2242
2243 void
2244 apply_poison (object *op, object *tmp)
2245 {
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2251 if (op->type == PLAYER)
2252 {
2253 op->contr->play_sound (sound_find ("drink_poison"));
2254 op->failmsg ("Yech! That tasted poisonous!");
2255 op->contr->killer = poison;
2256 }
2257
2258 if (poison->stats.hp > 0)
2259 {
2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2262 }
2263
2264 op->stats.food -= op->stats.food / 4;
2265 poison->destroy ();
2266 }
2267
2268 /**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means:
2271 * -You can come back (there is another exit at the other side)
2272 * -You are
2273 * ° the owner of the exit
2274 * ° or in the same party as the owner
2275 *
2276 * Note: a owner in a 2 way exit is saved as the owner's name
2277 * in the field exit->name cause the field exit->owner doesn't
2278 * survive in the swapping (in fact the whole exit doesn't survive).
2279 */
2280 int
2281 is_legal_2ways_exit (object *op, object *exit)
2282 {
2283 if (exit->stats.exp != 1)
2284 return 1; /*This is not a 2 way, so it is legal */
2285
2286 #if 0 //TODO
2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2288 return 0; /* This is a reset town portal */
2289 #endif
2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2294
2295 if (exitmap)
2296 {
2297 exitmap->load_sync ();
2298
2299 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300
2301 if (!tmp)
2302 return 0;
2303
2304 for (; tmp; tmp = tmp->above)
2305 {
2306 if (tmp->type != EXIT)
2307 continue; /*Not an exit */
2308
2309 if (!EXIT_PATH (tmp))
2310 continue; /*Not a valid exit */
2311
2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2313 continue; /*Not in the same place */
2314
2315 if (exit->map->path != EXIT_PATH (tmp))
2316 continue; /*Not in the same map */
2317
2318 /* From here we have found the exit is valid. However we do
2319 * here the check of the exit owner. It is important for the
2320 * town portals to prevent strangers from visiting your appartments
2321 */
2322 if (!exit->race)
2323 return 1; /*No owner, free for all! */
2324
2325 object *exit_owner = 0;
2326
2327 for_all_players (pp)
2328 {
2329 if (!pp->ob)
2330 continue;
2331
2332 if (pp->ob->name != exit->race)
2333 continue;
2334
2335 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2336 break;
2337 }
2338
2339 if (!exit_owner)
2340 return 0; /* No more owner */
2341
2342 if (exit_owner->contr == op->contr)
2343 return 1; /*It is your exit */
2344
2345 if (exit_owner && /*There is a owner */
2346 (op->contr) && /*A player tries to pass */
2347 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2348 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2349 return 0;
2350
2351 return 1;
2352 }
2353 }
2354
2355 return 0;
2356 }
2357
2358 /**
2359 * Main apply handler.
2360 *
2361 * Checks for unpaid items before applying.
2362 *
2363 * Return value:
2364 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory
2367 *
2368 * op is the object that is causing object to be applied, tmp is the object
2369 * being applied.
2370 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special
2373 */
2374 int
2375 manual_apply (object *op, object *tmp, int aflag)
2376 {
2377 tmp = tmp->head_ ();
2378
2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2380 {
2381 if (op->type == PLAYER)
2382 {
2383 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2384 return 1;
2385 }
2386 else
2387 return 0; /* monsters just skip unpaid items */
2388 }
2389
2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2391 return RESULT_INT (0);
2392
2393 switch (tmp->type)
2394 {
2395 case CF_HANDLE:
2396 op->play_sound (sound_find ("turn_handle"));
2397 op->statusmsg ("You turn the handle.");
2398 tmp->value = tmp->value ? 0 : 1;
2399 SET_ANIMATION (tmp, tmp->value);
2400 update_object (tmp, UP_OBJ_FACE);
2401 push_button (tmp);
2402 return 1;
2403
2404 case TRIGGER:
2405 if (check_trigger (tmp, op))
2406 {
2407 op->statusmsg ("You turn the handle.");
2408 op->play_sound (sound_find ("turn_handle"));
2409 }
2410 else
2411 op->failmsg ("The handle doesn't move.");
2412
2413 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418
2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2420 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2421 else
2422 {
2423 /* Don't display messages for random maps. */
2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2425 op->statusmsg (tmp->msg, NDI_NAVY);
2426
2427 op->enter_exit (tmp);
2428 }
2429
2430 return 1;
2431
2432 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg);
2434 // maybe show a spell menu to chose from or something like that
2435 return 1;
2436
2437 case SIGN:
2438 apply_sign (op, tmp, 0);
2439 return 1;
2440
2441 case BOOK:
2442 if (op->type == PLAYER)
2443 {
2444 apply_book (op, tmp);
2445 return 1;
2446 }
2447 else
2448 return 0;
2449
2450 case SKILLSCROLL:
2451 if (op->type == PLAYER)
2452 {
2453 apply_skillscroll (op, tmp);
2454 return 1;
2455 }
2456 else
2457 return 0;
2458
2459 case SPELLBOOK:
2460 if (op->type == PLAYER)
2461 {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 }
2465 else
2466 return 0;
2467
2468 case SCROLL:
2469 apply_scroll (op, tmp, 0);
2470 return 1;
2471
2472 case POTION:
2473 apply_potion (op, tmp);
2474 return 1;
2475
2476 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed?
2478 case CLOSE_CON:
2479 apply_container (op, tmp->env);
2480 return 1;
2481
2482 case CONTAINER:
2483 apply_container (op, tmp);
2484 return 1;
2485
2486 case TREASURE:
2487 if (op->type == PLAYER)
2488 {
2489 apply_treasure (op, tmp);
2490 return 1;
2491 }
2492 else
2493 return 0;
2494
2495 case WEAPON:
2496 case ARMOUR:
2497 case BOOTS:
2498 case GLOVES:
2499 case AMULET:
2500 case GIRDLE:
2501 case BRACERS:
2502 case SHIELD:
2503 case HELMET:
2504 case RING:
2505 case CLOAK:
2506 case WAND:
2507 case ROD:
2508 case HORN:
2509 case SKILL:
2510 case BOW:
2511 case LAMP:
2512 case BUILDER:
2513 case SKILL_TOOL:
2514 if (tmp->env != op)
2515 return 2; /* not in inventory */
2516
2517 apply_special (op, tmp, aflag);
2518 return 1;
2519
2520 case DRINK:
2521 case FOOD:
2522 case FLESH:
2523 apply_food (op, tmp);
2524 return 1;
2525
2526 case POISON:
2527 apply_poison (op, tmp);
2528 return 1;
2529
2530 case SAVEBED:
2531 return 1;
2532
2533 case ARMOUR_IMPROVER:
2534 if (op->type == PLAYER)
2535 {
2536 apply_armour_improver (op, tmp);
2537 return 1;
2538 }
2539 else
2540 return 0;
2541
2542 case WEAPON_IMPROVER:
2543 check_improve_weapon (op, tmp);
2544 return 1;
2545
2546 case CLOCK:
2547 if (op->type == PLAYER)
2548 {
2549 char buf[MAX_BUF];
2550 timeofday_t tod;
2551
2552 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format (
2555 "It is %d minute%s past %d o'clock %s",
2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2558 ));
2559 return 1;
2560 }
2561 else
2562 return 0;
2563
2564 case MENU:
2565 if (op->type == PLAYER)
2566 {
2567 shop_listing (tmp, op);
2568 return 1;
2569 }
2570 else
2571 return 0;
2572
2573 case POWER_CRYSTAL:
2574 apply_power_crystal (op, tmp); /* see egoitem.c */
2575 return 1;
2576
2577 case LIGHTER: /* for lighting torches/lanterns/etc */
2578 if (op->type == PLAYER)
2579 {
2580 apply_lighter (op, tmp);
2581 return 1;
2582 }
2583 else
2584 return 0;
2585
2586 case ITEM_TRANSFORMER:
2587 apply_item_transformer (op, tmp);
2588 return 1;
2589
2590 default:
2591 return 0;
2592 }
2593 }
2594
2595 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2596 * messages as needed by player_apply_below(). But there can still be
2597 * "but you are floating high above the ground" messages.
2598 *
2599 * Same return value as apply() function.
2600 */
2601 int
2602 player_apply (object *pl, object *op, int aflag, int quiet)
2603 {
2604 if (!op->env && (pl->move_type & MOVE_FLYING))
2605 {
2606 /* player is flying and applying object not in inventory */
2607 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2608 {
2609 pl->failmsg ("But you are floating high above the ground! "
2610 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2611 "or waiting till the levitation effect wears off.>");
2612 return 0;
2613 }
2614 }
2615
2616 pl->contr->last_used = op;
2617
2618 int tmp = manual_apply (pl, op, aflag);
2619
2620 if (!quiet)
2621 {
2622 if (tmp == 0)
2623 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2624 else if (tmp == 2)
2625 pl->failmsg ("You must get it first!\n");
2626 }
2627
2628 return tmp;
2629 }
2630
2631 /**
2632 * player_apply_below attempts to apply the object 'below' the player.
2633 * If the player has an open container, we use that for below, otherwise
2634 * we use the ground.
2635 */
2636 void
2637 player_apply_below (object *pl)
2638 {
2639 int floors = 0;
2640
2641 /* If using a container, set the starting item to be the top
2642 * item in the container. Otherwise, use the map.
2643 * This is perhaps more complicated. However, I want to make sure that
2644 * we don't use a corrupt pointer for the next object, so we get the
2645 * next object in the stack before applying. This is can only be a
2646 * problem if player_apply() has a bug in that it uses the object but does
2647 * not return a proper value.
2648 */
2649 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2650 {
2651 next = tmp->below;
2652
2653 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2654 floors++;
2655 else if (floors > 0)
2656 return; /* process only floor objects after first floor object */
2657
2658 /* If it is visible, player can apply it. If it is applied by
2659 * person moving on it, also activate. Added code to make it
2660 * so that at least one of players movement types be that which
2661 * the item needs.
2662 */
2663 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2664 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return;
2666
2667 if (floors >= 2)
2668 return; /* process at most two floor objects */
2669 }
2670 }
2671
2672 /**
2673 * Unapplies specified item.
2674 * No check done on cursed/damned.
2675 * Break this out of apply_special - this is just done
2676 * to keep the size of apply_special to a more managable size.
2677 */
2678 static int
2679 unapply_special (object *who, object *op, int aflags)
2680 {
2681 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2682 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2683 return RESULT_INT (0);
2684
2685 CLEAR_FLAG (op, FLAG_APPLIED);
2686
2687 switch (op->type)
2688 {
2689 case SKILL_TOOL:
2690 // unapplying a skill tool should also unapply the skill it governs
2691 // but this is hard, as it shouldn't do so when the skill can
2692 // be used for other reasons
2693 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694 if (tmp->skill == op->skill
2695 && tmp->type == SKILL
2696 && tmp->flag [FLAG_APPLIED]
2697 && !tmp->flag [FLAG_CAN_USE_SKILL])
2698 unapply_special (who, tmp, 0);
2699
2700 change_abil (who, op);
2701 break;
2702
2703 case WEAPON:
2704 if (player *pl = who->contr)
2705 if (op == pl->combat_ob)
2706 {
2707 pl->combat_ob = 0;
2708 who->change_weapon (pl->ranged_ob);
2709 }
2710
2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712
2713 change_abil (who, op);
2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2715 break;
2716
2717 case SKILL:
2718 if (who->contr)
2719 {
2720 if (IS_COMBAT_SKILL (op->subtype))
2721 who->change_weapon (who->contr->combat_ob = 0);
2722 else if (IS_RANGED_SKILL (op->subtype))
2723 who->change_weapon (who->contr->ranged_ob = 0);
2724
2725 if (op->invisible)
2726 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2727 else
2728 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2729 }
2730
2731 change_abil (who, op);
2732 CLEAR_FLAG (who, FLAG_READY_SKILL);
2733 break;
2734
2735 case ARMOUR:
2736 case HELMET:
2737 case SHIELD:
2738 case RING:
2739 case BOOTS:
2740 case GLOVES:
2741 case AMULET:
2742 case GIRDLE:
2743 case BRACERS:
2744 case CLOAK:
2745 who->statusmsg (format ("You unwear %s.", query_name (op)));
2746 change_abil (who, op);
2747 break;
2748
2749 case LAMP:
2750 {
2751 who->statusmsg (format ("You turn off your %s.", &op->name));
2752
2753 object *tmp2 = arch_to_object (op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2761
2762 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2763 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2764
2765 op->destroy ();
2766 who->insert (tmp2);
2767 who->update_stats ();
2768
2769 if (who->contr)
2770 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2771 {
2772 who->failmsg ("Oops, it feels deadly cold!");
2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 if (player *pl = who->contr)
2784 {
2785 if (op == pl->ranged_ob)
2786 {
2787 pl->ranged_ob = 0;
2788 who->change_weapon (pl->combat_ob);
2789 }
2790
2791 who->statusmsg (format ("You unready %s.", query_name (op)));
2792 }
2793 else
2794 {
2795 who->change_skill (0);
2796
2797 if (op->type == BOW)
2798 CLEAR_FLAG (who, FLAG_READY_BOW);
2799 else
2800 CLEAR_FLAG (who, FLAG_READY_RANGE);
2801 }
2802
2803 break;
2804
2805 case BUILDER:
2806 if (who->contr)
2807 who->statusmsg (format ("You unready %s.", query_name (op)));
2808 break;
2809
2810 default:
2811 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 break;
2813 }
2814
2815 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2816 if (object *pl = op->visible_to ())
2817 esrv_send_item (pl, op);
2818
2819 who->update_stats ();
2820
2821 return 0;
2822 }
2823
2824 /**
2825 * Returns the object that is using location 'loc'.
2826 * Note that 'start' is the first object to start examing - we
2827 * then go through the below of this. In this way, you can do
2828 * something like:
2829 * tmp = get_next_item_from_body_location(who->inv, 1);
2830 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2831 * to find the second object that may use this location, etc.
2832 * Returns NULL if no match is found.
2833 * loc is the index into the array we are looking for a match.
2834 * don't return invisible objects unless they are skill objects
2835 * invisible other objects that use
2836 * up body locations can be used as restrictions.
2837 */
2838 static object *
2839 get_next_item_from_body_location (int loc, object *start)
2840 {
2841 for (object *tmp = start; tmp; tmp = tmp->below)
2842 if (tmp->flag [FLAG_APPLIED]
2843 && tmp->slot[loc].info
2844 && (!tmp->invisible || tmp->type == SKILL))
2845 return tmp;
2846
2847 return 0;
2848 }
2849
2850 /**
2851 * 'op' wants to apply an object, but can't because of other equipment.
2852 * This should only be called when it is known
2853 * that there are objects to unapply. This makes pretty heavy
2854 * use of get_item_from_body_location. It makes no intelligent choice
2855 * on objects - rather, the first that is matched is used.
2856 * Returns 0 on success, returns 1 if there is some problem.
2857 * if aflags is AP_PRINT, we instead print out waht to unapply
2858 * instead of doing it. This is a lot less code than having
2859 * another function that does just that.
2860 */
2861
2862 #define CANNOT_REMOVE_CURSED \
2863 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2864 "Praying over an altar, scrolls of remove curse/damnation, " \
2865 "priests or even other players might help.>"
2866
2867 int
2868 unapply_for_ob (object *who, object *op, int aflags)
2869 {
2870 if (op->is_range ())
2871 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2872 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2874 {
2875 if (aflags & AP_PRINT)
2876 who->failmsg (query_name (tmp));
2877 else
2878 unapply_special (who, tmp, aflags);
2879 }
2880 else
2881 {
2882 /* In this case, we want to try and remove a cursed item.
2883 * While we know it won't work, we want unapply_special to
2884 * at least generate the message.
2885 */
2886 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2887 return 1;
2888 }
2889
2890 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2891 {
2892 /* this used up a slot that we need to free */
2893 if (op->slot[i].info)
2894 {
2895 object *last = who->inv;
2896
2897 /* We do a while loop - may need to remove several items in order
2898 * to free up enough slots.
2899 */
2900 while ((who->slot[i].used + op->slot[i].info) < 0)
2901 {
2902 object *tmp = get_next_item_from_body_location (i, last);
2903
2904 if (!tmp)
2905 {
2906 #if 0
2907 /* Not a bug - we'll get this if the player has cursed items
2908 * equipped.
2909 */
2910 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2911 #endif
2912 return 1;
2913 }
2914
2915 /* If we are just printing, we don't care about cursed status */
2916 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2917 {
2918 if (aflags & AP_PRINT)
2919 who->failmsg (query_name (tmp));
2920 else
2921 unapply_special (who, tmp, aflags);
2922 }
2923 else
2924 {
2925 /* Cursed item that we can't unequip - tell the player.
2926 * Note this could be annoying if this is just one of a few,
2927 * so it may not be critical (eg, putting on a ring and you have
2928 * one cursed ring.)
2929 */
2930 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2931 }
2932
2933 last = tmp->below;
2934 }
2935 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2936 * return in the !tmp would have kicked in.
2937 */
2938 } /* if op is using this body location */
2939 } /* for body lcoations */
2940
2941 return 0;
2942 }
2943
2944 /**
2945 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special.
2947 * Otherwise returns a bitmask - potentially several of these may be
2948 * set, but largely depends on circumstance - in the future, processing
2949 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2950 * is set, do we really care what the other flags may be?)
2951 *
2952 * See include/define.h for detailed description of the meaning of
2953 * these return values.
2954 */
2955 int
2956 can_apply_object (object *who, object *op)
2957 {
2958 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0);
2960
2961 int retval = 0;
2962 object *tmp = 0, *ws = 0;
2963
2964 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2965 {
2966 if (op->slot[i].info)
2967 {
2968 /* Item uses more slots than we have */
2969 if (who->slot[i].info + op->slot [i].info < 0)
2970 {
2971 /* Could return now for efficiency - rest of info below isn't
2972 * really needed.
2973 */
2974 retval |= CAN_APPLY_NEVER;
2975 }
2976 else if (who->slot[i].used + op->slot[i].info < 0)
2977 {
2978 /* in this case, equipping this would use more free spots than
2979 * we have.
2980 */
2981
2982 /* if we have an applied weapon/shield, and unapply it would free
2983 * enough slots to equip the new item, then just set "can
2984 * apply unapply". We don't care about the logic below - if you have a
2985 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied
2988 * may be two handed for example.
2989 */
2990 if (ws)
2991 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2992 {
2993 retval |= CAN_APPLY_UNAPPLY;
2994 continue;
2995 }
2996
2997 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2998 if (!tmp1)
2999 {
3000 #if 0
3001 /* This is sort of an error, but happens a lot when old players
3002 * join in with more stuff equipped than they are now allowed.
3003 */
3004 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3005 #endif
3006 retval |= CAN_APPLY_NEVER;
3007 }
3008 else
3009 {
3010 /* need to unapply something. However, if this something
3011 * is different than we had found before, it means they need
3012 * to apply multiple objects
3013 */
3014 retval |= CAN_APPLY_UNAPPLY;
3015
3016 if (!tmp)
3017 tmp = tmp1;
3018 else if (tmp != tmp1)
3019 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 /* This object isn't using up all the slots, so there must
3022 * be another. If so, and it the new item doesn't need all
3023 * the slots, the player then has a choice.
3024 */
3025 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3026 && abs (op->slot[i].info) < who->slot[i].info)
3027 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3028
3029 /* Does unequippint 'tmp1' free up enough slots for this to be
3030 * equipped? If not, there must be something else to unapply.
3031 */
3032 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3033 retval |= CAN_APPLY_UNAPPLY_MULT;
3034 }
3035 } /* if not enough free slots */
3036 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */
3038
3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters,
3042 * because you can't control those just by body location - bows, shields,
3043 * and weapons all use the same slot. Similar for horn/rod/wand - they
3044 * all use the same location.
3045 */
3046 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3047 retval |= CAN_APPLY_RESTRICTION;
3048
3049 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3050 retval |= CAN_APPLY_RESTRICTION;
3051
3052 if (who->type != PLAYER)
3053 {
3054 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056
3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION;
3059
3060 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3061 retval |= CAN_APPLY_RESTRICTION;
3062
3063 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 }
3066
3067 return retval;
3068 }
3069
3070 /**
3071 * who is the object using the object. It can be a monster.
3072 * op is the object they are using. op is an equipment type item,
3073 * eg, one which you put on and keep on for a while, and not something
3074 * like a potion or scroll.
3075 *
3076 * function returns 1 if the action could not be completed, 0 on
3077 * success. However, success is a matter of meaning - if the
3078 * user passes the 'apply' flag to an object already applied,
3079 * nothing is done, and 0 is returned.
3080 *
3081 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3082 * AP_UNAPPLY=always unapply).
3083 *
3084 * Optional flags:
3085 * AP_NO_MERGE: don't merge an unapplied object with other objects
3086 * AP_IGNORE_CURSE: unapply cursed items
3087 * AP_NO_READY: do not ready skills when applying skill tools
3088 *
3089 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3090 *
3091 * apply_special() doesn't check for unpaid items.
3092 */
3093
3094 #define LACK_ITEM_POWER \
3095 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3096
3097 int
3098 apply_special (object *who, object *op, int aflags)
3099 {
3100 int basic_flag = aflags & AP_BASIC_FLAGS;
3101 object *tmp, *tmp2, *skop = NULL;
3102
3103 if (who == NULL)
3104 {
3105 LOG (llevError, "apply_special() from object without environment.\n");
3106 return 1;
3107 }
3108
3109 if (op->env != who)
3110 return 1; /* op is not in inventory */
3111
3112 /* trying to unequip op */
3113 if (QUERY_FLAG (op, FLAG_APPLIED))
3114 {
3115 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY)
3117 return 0;
3118
3119 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3120 {
3121 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3122 return 1;
3123 }
3124
3125 return unapply_special (who, op, aflags);
3126 }
3127 else if (basic_flag == AP_UNAPPLY)
3128 return 0;
3129
3130 // if the item is combat/ranged, wield the relevant slot first
3131 // to resolve conflicts.
3132 if (player *pl = who->contr)
3133 switch (op->slottype ())
3134 {
3135 case slot_combat: who->change_weapon (pl->combat_ob); break;
3136 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3137 }
3138
3139 splay (op);
3140
3141 /* Can't just apply this object. Lets see what not and what to do */
3142 if (int i = can_apply_object (who, op))
3143 {
3144 if (i & CAN_APPLY_NEVER)
3145 {
3146 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3147 return 1;
3148 }
3149 else if (i & CAN_APPLY_RESTRICTION)
3150 {
3151 who->failmsg (format (
3152 "You have a prohibition against using a %s. "
3153 "H<Your belief, profession or class prevents you from applying this item.>",
3154 query_name (op)
3155 ));
3156 return 1;
3157 }
3158
3159 if (who->type != PLAYER)
3160 {
3161 /* Some error, so don't try to equip something more */
3162 if (unapply_for_ob (who, op, aflags))
3163 return 1;
3164 }
3165 else
3166 {
3167 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3168 {
3169 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3170 unapply_for_ob (who, op, AP_PRINT);
3171 return 1;
3172 }
3173 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3174 if (unapply_for_ob (who, op, aflags))
3175 return 1;
3176 }
3177 }
3178
3179 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3180 {
3181 skop = find_skill_by_name (who, op->skill);
3182
3183 if (!skop)
3184 {
3185 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3186 return 1;
3187 }
3188 else
3189 /* While experience will be credited properly, we want to change the
3190 * skill so that the dam and wc get updated
3191 */
3192 who->change_skill (skop);
3193 }
3194
3195 if (who->type == PLAYER
3196 && op->item_power
3197 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3198 {
3199 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3200 return 1;
3201 }
3202
3203 /* Ok. We are now at the state where we can apply the new object.
3204 * Note that we don't have the checks for can_use_...
3205 * below - that is already taken care of by can_apply_object.
3206 */
3207 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3208
3209 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3210 return RESULT_INT (0);
3211
3212 switch (op->type)
3213 {
3214 case WEAPON:
3215 if (!check_weapon_power (who, op->last_eat))
3216 {
3217 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3218
3219 if (tmp)
3220 insert_ob_in_ob (tmp, who);
3221
3222 return 1;
3223 }
3224
3225 //TODO: this obviously fails for players using a shorter prefix
3226 // i.e. "R" can use Ragnarok's sword.
3227 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3228 {
3229 /* if the weapon does not have the name as the character, can't use it. */
3230 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3231 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3232
3233 if (tmp)
3234 insert_ob_in_ob (tmp, who);
3235
3236 return 1;
3237 }
3238
3239 if (!skop)
3240 {
3241 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3242 return 1;
3243 }
3244
3245 SET_FLAG (op, FLAG_APPLIED);
3246 who->change_skill (skop);
3247
3248 if (who->contr)
3249 who->change_weapon (who->contr->combat_ob = op);
3250
3251 who->statusmsg (format ("You wield %s.", query_name (op)));
3252
3253 SET_FLAG (who, FLAG_READY_WEAPON);
3254 change_abil (who, op);
3255 break;
3256
3257 case ARMOUR:
3258 case HELMET:
3259 case SHIELD:
3260 case BOOTS:
3261 case GLOVES:
3262 case GIRDLE:
3263 case BRACERS:
3264 case CLOAK:
3265 case RING:
3266 case AMULET:
3267 SET_FLAG (op, FLAG_APPLIED);
3268 who->statusmsg (format ("You wear %s.", query_name (op)));
3269 change_abil (who, op);
3270 break;
3271
3272 case LAMP:
3273 if (op->stats.food < 1)
3274 {
3275 who->failmsg (format (
3276 "Your %s is out of fuel! "
3277 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3278 &op->name
3279 ));
3280 return 1;
3281 }
3282
3283 who->statusmsg (format ("You turn on your %s.", &op->name));
3284
3285 tmp2 = arch_to_object (op->other_arch);
3286 tmp2->stats.food = op->stats.food;
3287 SET_FLAG (tmp2, FLAG_APPLIED);
3288
3289 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3290 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3291
3292 who->insert (tmp2);
3293
3294 /* Remove the old lantern */
3295 op->destroy ();
3296
3297 /* insert the portion that was split off */
3298 if (tmp)
3299 who->insert (tmp);
3300
3301 who->update_stats ();
3302
3303 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3304 if (who->type == PLAYER)
3305 {
3306 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3307 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3308 }
3309
3310 return 0;
3311
3312 case SKILL_TOOL:
3313 // applying a skill tool also readies the skill
3314 SET_FLAG (op, FLAG_APPLIED);
3315
3316 if (!(aflags & AP_NO_READY))
3317 {
3318 skop = find_skill_by_name (who, op->skill);
3319 if (!skop->flag [FLAG_APPLIED])
3320 apply_special (who, skop, AP_APPLY);
3321 }
3322 break;
3323
3324 case SKILL:
3325 if (player *pl = who->contr)
3326 {
3327 if (IS_COMBAT_SKILL (op->subtype))
3328 {
3329 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3330 {
3331 for (object *item = who->inv; item; item = item->below)
3332 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3333 {
3334 if (item->skill == op->skill)
3335 {
3336 who->change_weapon (pl->combat_ob = item);
3337 goto found_weapon;
3338 }
3339 }
3340
3341 who->failmsg (format (
3342 "You need to apply a '%s' melee weapon before readying this skill. "
3343 "H<Some skills need an item, in this case a melee weapon, to function.>",
3344 &op->skill
3345 ));
3346 return 1;
3347
3348 found_weapon:;
3349 }
3350 else
3351 who->change_weapon (pl->combat_ob = op);
3352 }
3353 else if (IS_RANGED_SKILL (op->subtype))
3354 {
3355 if (skill_flags [op->subtype] & SF_NEED_BOW)
3356 {
3357 for (object *item = who->inv; item; item = item->below)
3358 if (item->type == BOW && item->flag [FLAG_APPLIED])
3359 {
3360 //TODO: bows should/must all have skill missile weapon right now
3361 who->change_weapon (pl->ranged_ob = item);
3362 goto found_bow;
3363 }
3364
3365 who->failmsg (
3366 "You need to apply a missile weapon before readying this skill. "
3367 "H<Some skills need an item, in this case a missile weapon, to function.>"
3368 );
3369 return 1;
3370
3371 found_bow:;
3372 }
3373 else
3374 who->change_weapon (pl->ranged_ob = op);
3375 }
3376
3377 if (!op->invisible)
3378 {
3379 who->statusmsg (format (
3380 "You ready %s."
3381 "You can now use the skill: %s.",
3382 query_name (op),
3383 &op->skill
3384 ));
3385 }
3386 else
3387 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3388 }
3389 else
3390 {
3391 SET_FLAG (op, FLAG_APPLIED);
3392 change_abil (who, op);
3393 who->chosen_skill = op;
3394 SET_FLAG (who, FLAG_READY_SKILL);
3395 }
3396
3397 break;
3398
3399 case BOW:
3400 if (!check_weapon_power (who, op->last_eat))
3401 {
3402 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3403
3404 if (tmp)
3405 insert_ob_in_ob (tmp, who);
3406
3407 return 1;
3408 }
3409
3410 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3411 {
3412 who->failmsg ("The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>");
3414 if (tmp)
3415 insert_ob_in_ob (tmp, who);
3416
3417 return 1;
3418 }
3419
3420 /*FALLTHROUGH*/
3421 case WAND:
3422 case ROD:
3423 case HORN:
3424 /* check for skill, alter player status */
3425
3426 if (!skop)
3427 {
3428 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3429 return 1;
3430 }
3431
3432 SET_FLAG (op, FLAG_APPLIED);
3433 who->change_skill (skop);
3434
3435 if (who->contr)
3436 {
3437 who->contr->ranged_ob = op;
3438
3439 who->statusmsg (format ("You ready %s.", query_name (op)));
3440
3441 if (op->type == BOW)
3442 {
3443 who->current_weapon = op;
3444 change_abil (who, op);
3445 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3446 }
3447 }
3448 else
3449 {
3450 if (op->type == BOW)
3451 SET_FLAG (who, FLAG_READY_BOW);
3452 else
3453 SET_FLAG (who, FLAG_READY_RANGE);
3454 }
3455
3456 break;
3457
3458 case BUILDER:
3459 if (who->type == PLAYER)
3460 {
3461 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3462 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3463 unapply_special (who, who->contr->ranged_ob, 0);
3464
3465 who->statusmsg (format ("You ready your %s.", query_name (op)));
3466
3467 who->contr->ranged_ob = op;
3468 }
3469 break;
3470
3471 default:
3472 who->statusmsg (format ("You apply %s.", query_name (op)));
3473 }
3474
3475 SET_FLAG (op, FLAG_APPLIED);
3476
3477 if (tmp)
3478 who->insert (tmp);
3479
3480 who->update_stats ();
3481
3482 /* We exclude spell casting objects. The fire code will set the
3483 * been applied flag when they are used - until that point,
3484 * you don't know anything about them.
3485 */
3486 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3487 SET_FLAG (op, FLAG_BEEN_APPLIED);
3488
3489 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3490 if (who->type == PLAYER)
3491 {
3492 who->failmsg (
3493 "Oops, it feels deadly cold! "
3494 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3495 );
3496 SET_FLAG (op, FLAG_KNOWN_CURSED);
3497 }
3498
3499 if (object *pl = op->visible_to ())
3500 esrv_send_item (pl, op);
3501
3502 return 0;
3503 }
3504
3505 int
3506 monster_apply_special (object *who, object *op, int aflags)
3507 {
3508 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3509 return 1;
3510
3511 return apply_special (who, op, aflags);
3512 }
3513
3514 /**
3515 * Map was just loaded, handle op's initialisation.
3516 *
3517 * Generates shop floor's item, and treasures.
3518 */
3519 int
3520 auto_apply (object *op)
3521 {
3522 object *tmp = NULL, *tmp2;
3523 int i;
3524
3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3526
3527 switch (op->type)
3528 {
3529 case SHOP_FLOOR:
3530 if (!op->has_random_items ())
3531 return 0;
3532
3533 do
3534 {
3535 i = 10; /* let's give it 10 tries */
3536 while ((tmp = generate_treasure (op->randomitems,
3537 op->stats.exp
3538 ? (int) op->stats.exp
3539 : max (op->map->difficulty, 5)))
3540 == NULL && --i);
3541
3542 if (tmp == NULL)
3543 return 0;
3544
3545 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3546 {
3547 tmp->destroy ();
3548 tmp = NULL;
3549 }
3550 }
3551 while (!tmp);
3552
3553 tmp->x = op->x;
3554 tmp->y = op->y;
3555 SET_FLAG (tmp, FLAG_UNPAID);
3556 insert_ob_in_map (tmp, op->map, NULL, 0);
3557 identify (tmp);
3558 break;
3559
3560 case TREASURE:
3561 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3562 return 0;
3563
3564 while (op->stats.hp-- > 0)
3565 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3566 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3567
3568 /* If we generated an object and put it in this object inventory,
3569 * move it to the parent object as the current object is about
3570 * to disappear. An example of this item is the random_* stuff
3571 * that is put inside other objects.
3572 */
3573 if (op->env)
3574 while (op->inv)
3575 op->env->insert (op->inv);
3576
3577 op->destroy ();
3578 break;
3579 }
3580
3581 return !!tmp;
3582 }
3583
3584 /**
3585 * fix_auto_apply goes through the entire map every time a map
3586 * is loaded or swapped in and performs special actions for
3587 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate.
3589 */
3590 void
3591 maptile::fix_auto_apply ()
3592 {
3593 if (!spaces)
3594 return;
3595
3596 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3597 for (object *tmp = ms->bot; tmp; )
3598 {
3599 object *above = tmp->above;
3600
3601 if (tmp->inv)
3602 {
3603 object *invtmp, *invnext;
3604
3605 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3606 {
3607 invnext = invtmp->below;
3608
3609 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3610 auto_apply (invtmp);
3611 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3612 {
3613 while (invtmp->stats.hp-- > 0)
3614 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3615
3616 invtmp->randomitems = NULL;
3617 }
3618 else if (invtmp && invtmp->arch
3619 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3620 {
3621 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3622 /* Need to clear this so that we never try to create
3623 * treasure again for this object
3624 */
3625 invtmp->randomitems = NULL;
3626 }
3627 }
3628 /* This is really temporary - the code at the bottom will
3629 * also set randomitems to null. The problem is there are bunches
3630 * of maps/players already out there with items that have spells
3631 * which haven't had the randomitems set to null yet.
3632 * MSW 2004-05-13
3633 *
3634 * And if it's a spellbook, it's better to set randomitems to NULL too,
3635 * else you get two spells in the book ^_-
3636 * Ryo 2004-08-16
3637 */
3638 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3639 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3640 tmp->randomitems = NULL;
3641
3642 }
3643
3644 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3645 auto_apply (tmp);
3646 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3647 {
3648 while ((tmp->stats.hp--) > 0)
3649 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3650 tmp->randomitems = NULL;
3651 }
3652 else if (tmp->type == TIMED_GATE)
3653 {
3654 object *head = tmp->head != NULL ? tmp->head : tmp;
3655
3656 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3657 tmp->set_speed (0);
3658 }
3659 /* This function can be called everytime a map is loaded, even when
3660 * swapping back in. As such, we don't want to create the treasure
3661 * over and ove again, so after we generate the treasure, blank out
3662 * randomitems so if it is swapped in again, it won't make anything.
3663 * This is a problem for the above objects, because they have counters
3664 * which say how many times to make the treasure.
3665 */
3666 else if (tmp && tmp->arch && tmp->type != PLAYER
3667 && tmp->type != TREASURE && tmp->type != SPELL
3668 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3669 {
3670 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3671 tmp->randomitems = NULL;
3672 }
3673
3674 // close all containers
3675 else if (tmp->type == CONTAINER)
3676 tmp->flag [FLAG_APPLIED] = 0;
3677
3678 tmp = above;
3679 }
3680
3681 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3682 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3683 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3684 check_trigger (tmp, tmp->above);
3685 }
3686
3687 /**
3688 * Handles player eating food that temporarily changes status (resistances, stats).
3689 * This used to call cast_change_attr(), but
3690 * that doesn't work with the new spell code. Since we know what
3691 * the food changes, just grab a force and use that instead.
3692 */
3693 void
3694 eat_special_food (object *who, object *food)
3695 {
3696 object *force;
3697 int i, did_one = 0;
3698
3699 force = get_archetype (FORCE_NAME);
3700
3701 for (i = 0; i < NUM_STATS; i++)
3702 if (sint8 k = food->stats.stat (i))
3703 {
3704 force->stats.stat (i) = k;
3705 did_one = 1;
3706 }
3707
3708 /* check if we can protect the eater */
3709 for (i = 0; i < NROFATTACKS; i++)
3710 {
3711 if (food->resist[i] > 0)
3712 {
3713 force->resist[i] = food->resist[i] / 2;
3714 did_one = 1;
3715 }
3716 }
3717
3718 if (did_one)
3719 {
3720 force->set_speed (0.1);
3721 /* bigger morsel of food = longer effect time */
3722 force->duration = food->stats.food / 5;
3723 SET_FLAG (force, FLAG_APPLIED);
3724 change_abil (who, force);
3725 insert_ob_in_ob (force, who);
3726 }
3727 else
3728 force->destroy ();
3729
3730 /* check for hp, sp change */
3731 if (food->stats.hp != 0)
3732 {
3733 if (QUERY_FLAG (food, FLAG_CURSED))
3734 {
3735 who->contr->killer = food;
3736 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3737 who->failmsg ("Eck!...that was poisonous!");
3738 }
3739 else
3740 {
3741 if (food->stats.hp > 0)
3742 who->statusmsg ("You begin to feel better.");
3743 else
3744 who->failmsg ("Eck!...that was poisonous!");
3745
3746 who->stats.hp += food->stats.hp;
3747 }
3748 }
3749
3750 if (food->stats.sp != 0)
3751 {
3752 if (QUERY_FLAG (food, FLAG_CURSED))
3753 {
3754 who->failmsg ("You are drained of mana!");
3755 who->stats.sp -= food->stats.sp;
3756 if (who->stats.sp < 0)
3757 who->stats.sp = 0;
3758 }
3759 else
3760 {
3761 who->statusmsg ("You feel a rush of magical energy!");
3762 who->stats.sp += food->stats.sp;
3763 /* place limit on max sp from food? */
3764 }
3765 }
3766
3767 who->update_stats ();
3768 }
3769
3770 /**
3771 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t.
3774 */
3775 void
3776 apply_lighter (object *who, object *lighter)
3777 {
3778 object *item;
3779 int is_player_env = 0;
3780
3781 item = find_marked_object (who);
3782 if (item)
3783 {
3784 if (lighter->last_eat && lighter->stats.food)
3785 { /* lighter gets used up */
3786 object *oneLighter = lighter->split ();
3787 oneLighter->stats.food--;
3788 who->insert (oneLighter);
3789 }
3790 else if (lighter->last_eat)
3791 {
3792 /* no charges left in lighter */
3793 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3794 return;
3795 }
3796
3797 /* Perhaps we should split what we are trying to light on fire?
3798 * I can't see many times when you would want to light multiple
3799 * objects at once.
3800 */
3801
3802 if (who == item->in_player ())
3803 is_player_env = 1;
3804
3805 save_throw_object (item, AT_FIRE, who);
3806
3807 if (item->destroyed ())
3808 {
3809 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3810 /* Need to update the player so that the players glow radius
3811 * gets changed.
3812 */
3813 if (is_player_env)
3814 who->update_stats ();
3815 }
3816 else
3817 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3818 }
3819 else
3820 who->failmsg ("You need to mark a lightable object.");
3821 }
3822
3823 /**
3824 * op made some mistake with a scroll, this takes care of punishment.
3825 * scroll_failure()- hacked directly from spell_failure
3826 */
3827 void
3828 scroll_failure (object *op, int failure, int power)
3829 {
3830 if (abs (failure / 4) > power)
3831 power = abs (failure / 4); /* set minimum effect */
3832
3833 if (failure <= -1 && failure > -15)
3834 { /* wonder */
3835 object *tmp;
3836
3837 op->failmsg ("Your spell warps!");
3838 tmp = get_archetype (SPELL_WONDER);
3839 cast_wonder (op, op, 0, tmp);
3840 tmp->destroy ();
3841 }
3842 else if (failure <= -15 && failure > -35)
3843 { /* drain mana */
3844 op->failmsg ("Your mana is drained!");
3845 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3846 if (op->stats.sp < 0)
3847 op->stats.sp = 0;
3848 }
3849 else if (settings.spell_failure_effects == TRUE)
3850 {
3851 if (failure <= -35 && failure > -60)
3852 { /* confusion */
3853 op->failmsg ("The magic recoils on you!");
3854 confuse_player (op, op, power);
3855 }
3856 else if (failure <= -60 && failure > -70)
3857 { /* paralysis */
3858 op->failmsg ("The magic recoils and paralyzes you!");
3859 paralyze_player (op, op, power);
3860 }
3861 else if (failure <= -70 && failure > -80)
3862 { /* blind */
3863 op->failmsg ("The magic recoils on you!");
3864 blind_player (op, op, power);
3865 }
3866 else if (failure <= -80)
3867 { /* blast the immediate area */
3868 object *tmp = get_archetype (LOOSE_MANA);
3869 cast_magic_storm (op, tmp, power);
3870 op->failmsg ("You unleash uncontrolled mana!");
3871 tmp->destroy ();
3872 }
3873 }
3874 }
3875
3876 void
3877 apply_changes_to_player (object *pl, object *change)
3878 {
3879 int excess_stat = 0; /* if the stat goes over the maximum
3880 for the race, put the excess stat some
3881 where else. */
3882
3883 switch (change->type)
3884 {
3885 case CLASS:
3886 {
3887 living *stats = &(pl->contr->orig_stats);
3888 living *ns = &(change->stats);
3889 object *walk;
3890 int flag_change_face = 1;
3891
3892 /* the following code assigns stats up to the stat max
3893 * for the race, and if the stat max is exceeded,
3894 * tries to randomly reassign the excess stat
3895 */
3896 int i, j;
3897
3898 for (i = 0; i < NUM_STATS; i++)
3899 {
3900 int race_bonus = pl->arch->stats.stat (i);
3901 sint8 stat = stats->stat (i) + ns->stat (i);
3902
3903 if (stat > 20 + race_bonus)
3904 {
3905 excess_stat++;
3906 stat = 20 + race_bonus;
3907 }
3908
3909 stats->stat (i) = stat;
3910 }
3911
3912 for (j = 0; excess_stat > 0 && j < 100; j++)
3913 { /* try 100 times to assign excess stats */
3914 int i = rndm (0, 6);
3915
3916 if (i == CHA)
3917 continue; /* exclude cha from this */
3918
3919 int stat = stats->stat (i);
3920 int race_bonus = pl->arch->stats.stat (i);
3921 if (stat < 20 + race_bonus)
3922 {
3923 change_attr_value (stats, i, 1);
3924 excess_stat--;
3925 }
3926 }
3927
3928 /* insert the randomitems from the change's treasurelist into
3929 * the player ref: player.c
3930 */
3931 if (change->randomitems != NULL)
3932 give_initial_items (pl, change->randomitems);
3933
3934 /* set up the face, for some races. */
3935
3936 /* first, look for the force object banning
3937 * changing the face. Certain races never change face with class.
3938 */
3939 for (walk = pl->inv; walk != NULL; walk = walk->below)
3940 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3941 flag_change_face = 0;
3942
3943 if (flag_change_face)
3944 {
3945 pl->face = change->face;
3946 pl->animation_id = change->animation_id;
3947 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3948 }
3949
3950 /* check the special case of can't use weapons */
3951 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3952 if (!strcmp (change->name, "monk"))
3953 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3954
3955 break;
3956 }
3957 }
3958 }
3959
3960 /**
3961 * This handles items of type 'transformer'.
3962 * Basically those items, used with a marked item, transform both items into something
3963 * else.
3964 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3965 * Change information is contained in the 'slaying' field of the marked item.
3966 * The format is as follow: transformer:[number ]yield[;transformer:...].
3967 * This way an item can be transformed in many things, and/or many objects.
3968 * The 'slaying' field for transformer is used as verb for the action.
3969 */
3970 void
3971 apply_item_transformer (object *pl, object *transformer)
3972 {
3973 object *marked;
3974 object *new_item;
3975 char *find;
3976 char *separator;
3977 int yield;
3978 char got[MAX_BUF];
3979 int len;
3980
3981 if (!pl || !transformer)
3982 return;
3983
3984 marked = find_marked_object (pl);
3985
3986 if (!marked)
3987 {
3988 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3989 return;
3990 }
3991
3992 if (!marked->slaying)
3993 {
3994 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3995 return;
3996 }
3997
3998 /* check whether they are compatible or not */
3999 find = strstr (marked->slaying, transformer->arch->archname);
4000 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4001 {
4002 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4003 return;
4004 }
4005
4006 find += strlen (transformer->arch->archname) + 1;
4007 /* Item can be used, now find how many and what it yields */
4008 if (isdigit (*(find)))
4009 {
4010 yield = atoi (find);
4011 if (yield < 1)
4012 {
4013 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4014 yield = 1;
4015 }
4016 }
4017 else
4018 yield = 1;
4019
4020 while (isdigit (*find))
4021 find++;
4022
4023 while (*find == ' ')
4024 find++;
4025
4026 memset (got, 0, MAX_BUF);
4027
4028 if ((separator = strchr (find, ';')) != NULL)
4029 len = separator - find;
4030 else
4031 len = strlen (find);
4032
4033 if (len > MAX_BUF - 1)
4034 len = MAX_BUF - 1;
4035
4036 strcpy (got, find);
4037 got[len] = '\0';
4038
4039 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype (got);
4041 if (!new_item)
4042 {
4043 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4044 return;
4045 }
4046
4047 new_item->nrof = yield;
4048
4049 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4050
4051 pl->insert (new_item);
4052 /* Eat up one item */
4053 marked->decrease ();
4054
4055 /* Eat one transformer if needed */
4056 if (transformer->stats.food)
4057 if (--transformer->stats.food == 0)
4058 transformer->decrease ();
4059 }
4060