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Revision: 1.188
Committed: Sun Feb 22 16:42:55 2009 UTC (15 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.187: +1 -1 lines
Log Message:
fixed message for too powerful weapons.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = op->subtype & 1;
59 name_flag = op->subtype & 2;
60 race_flag = op->subtype & 4;
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 }
168
169 /**
170 * Handles applying a potion.
171 */
172 int
173 apply_potion (object *op, object *tmp)
174 {
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 op->failmsg ("Yech! Your lungs are on fire!");
321 create_exploding_ball_at (op, op->level);
322 }
323 else
324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
325
326 tmp->decrease ();
327
328 /* if youre dead, no point in doing this... */
329 if (!QUERY_FLAG (op, FLAG_REMOVED))
330 op->update_stats ();
331
332 return 1;
333 }
334
335 /* Deal with protection potions */
336 force = NULL;
337 for (i = 0; i < NROFATTACKS; i++)
338 {
339 if (tmp->resist[i])
340 {
341 if (!force)
342 force = get_archetype (FORCE_NAME);
343
344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
345 force->type = POTION_EFFECT;
346 break; /* Only need to find one protection since we copy entire batch */
347 }
348 }
349
350 /* This is a protection potion */
351 if (force)
352 {
353 /* cursed items last longer */
354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
355 {
356 force->stats.food *= 10;
357 for (i = 0; i < NROFATTACKS; i++)
358 if (force->resist[i] > 0)
359 force->resist[i] = -force->resist[i]; /* prot => vuln */
360 }
361
362 force->speed_left = -1;
363 force = insert_ob_in_ob (force, op);
364 CLEAR_FLAG (tmp, FLAG_APPLIED);
365 SET_FLAG (force, FLAG_APPLIED);
366 change_abil (op, force);
367 tmp->decrease ();
368 return 1;
369 }
370
371 /* Only thing left are the stat potions */
372 if (op->type == PLAYER)
373 { /* only for players */
374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
377 CLEAR_FLAG (tmp, FLAG_APPLIED);
378 else
379 SET_FLAG (tmp, FLAG_APPLIED);
380
381 if (!change_abil (op, tmp))
382 op->statusmsg ("Nothing happened.");
383 }
384
385 /* CLEAR_FLAG is so that if the character has other potions
386 * that were grouped with the one consumed, his
387 * stat will not be raised by them. fix_player just clears
388 * up all the stats.
389 */
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 op->update_stats ();
392 tmp->decrease ();
393 return 1;
394 }
395
396 /****************************************************************************
397 * Weapon improvement code follows
398 ****************************************************************************/
399
400 /**
401 * This returns the sum of nrof of item (arch name).
402 */
403 static int
404 check_item (object *op, shstr_cmp item)
405 {
406 int count = 0;
407
408 if (!item)
409 return 0;
410
411 for (op = op->below; op; op = op->below)
412 if (op->arch->archname == item)
413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
415 count += op->number_of ();
416
417 return count;
418 }
419
420 /**
421 * This removes 'nrof' of what item->slaying says to remove.
422 * op is typically the player, which is only
423 * really used to determine what space to look at.
424 * Modified to only eat 'nrof' of objects.
425 */
426 static void
427 eat_item (object *op, shstr_cmp item, uint32 nrof)
428 {
429 object *prev;
430
431 prev = op;
432 op = op->below;
433
434 while (op)
435 {
436 if (op->arch->archname == item)
437 {
438 if (op->nrof >= nrof)
439 {
440 op->decrease (nrof);
441 return;
442 }
443 else
444 {
445 op->decrease (nrof);
446 nrof -= op->nrof;
447 }
448
449 op = prev;
450 }
451
452 prev = op;
453 op = op->below;
454 }
455 }
456
457 /**
458 * This checks to see of the player (who) is sufficient level to use a weapon
459 * with improvs improvements (typically last_eat). We take an int here
460 * instead of the object so that the improvement code can pass along the
461 * increased value to see if the object is usuable.
462 * we return 1 (true) if the player can use the weapon.
463 */
464 static int
465 check_weapon_power (const object *who, int improvs)
466 {
467 /* Old code is below (commented out). Basically, since weapons are the only
468 * object players really have any control to improve, it's a bit harsh to
469 * require high level in some combat skill, so we just use overall level.
470 */
471 #if 1
472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
475 return 0;
476
477 #else
478 int level = 0;
479
480 /* The skill system hands out wc and dam bonuses to fighters
481 * more generously than the old system (see fix_player). Thus
482 * we need to curtail the power of player enchanted weapons.
483 * I changed this to 1 improvement per "fighter" level/5 -b.t.
484 * Note: Nothing should break by allowing this ratio to be different or
485 * using normal level - it is just a matter of play balance.
486 */
487 if (who->type == PLAYER)
488 {
489 object *wc_obj = NULL;
490
491 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
492 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
493 level = wc_obj->level;
494
495 if (!level)
496 {
497 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498 level = who->level;
499 }
500 }
501 else
502 level = who->level;
503
504 return (improvs <= ((level / 5) + 5));
505 #endif
506 }
507
508 /**
509 * Returns how many items of type improver->slaying there are under op.
510 * Will display a message if none found, and 1 if improver->slaying is NULL.
511 */
512 static int
513 check_sacrifice (object *op, const object *improver)
514 {
515 int count = 0;
516
517 if (improver->slaying)
518 {
519 count = check_item (op, improver->slaying);
520 if (count < 1)
521 {
522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
523 return 0;
524 }
525 }
526 else
527 count = 1;
528
529 return count;
530 }
531
532 /**
533 * Actually improves the weapon, and tells user.
534 */
535 static int
536 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
537 {
538 stat += sacrifice_count;
539 weapon->last_eat++;
540 improver->decrease ();
541
542 /* So it updates the players stats and the window */
543 op->update_stats ();
544
545 op->statusmsg (format (
546 "Your sacrifice was accepted.\n"
547 "Weapon's bonus to %s improved by %d.",
548 statname, sacrifice_count
549 ));
550
551 return 1;
552 }
553
554 /* Types of improvements, hidden in the sp field. */
555 #define IMPROVE_PREPARE 1
556 #define IMPROVE_DAMAGE 2
557 #define IMPROVE_WEIGHT 3
558 #define IMPROVE_ENCHANT 4
559 #define IMPROVE_STR 5
560 #define IMPROVE_DEX 6
561 #define IMPROVE_CON 7
562 #define IMPROVE_WIS 8
563 #define IMPROVE_CHA 9
564 #define IMPROVE_INT 10
565 #define IMPROVE_POW 11
566
567 /**
568 * This does the prepare weapon scroll.
569 * Checks for sacrifice, and so on.
570 */
571 int
572 prepare_weapon (object *op, object *improver, object *weapon)
573 {
574 int sacrifice_count, i;
575 char buf[MAX_BUF];
576
577 if (weapon->level != 0)
578 {
579 op->failmsg ("Weapon is already prepared!");
580 return 0;
581 }
582
583 for (i = 0; i < NROFATTACKS; i++)
584 if (weapon->resist[i])
585 break;
586
587 /* If we break out, i will be less than nrofattacks, preventing
588 * improvement of items that already have protections.
589 */
590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
592 weapon->stats.exp || /* speed */
593 weapon->stats.ac) /* AC - only taifu's I think */
594 {
595 op->failmsg ("You cannot prepare magic weapons. "
596 "H<A weapon is considered magical if it changes regeneration, "
597 "speed or ac, or has other protections.>");
598 return 0;
599 }
600
601 sacrifice_count = check_sacrifice (op, improver);
602 if (sacrifice_count <= 0)
603 return 0;
604
605 weapon->level = isqrt (sacrifice_count);
606 eat_item (op, improver->slaying, sacrifice_count);
607
608 op->statusmsg (format (
609 "Your sacrifice was accepted."
610 "Your *%s may be improved %d times.",
611 &weapon->name, weapon->level
612 ));
613
614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
615 weapon->name = weapon->name_pl = buf;
616 weapon->nrof = 0; /* prevents preparing n weapons in the same
617 slot at once! */
618 improver->decrease ();
619 weapon->last_eat = 0;
620 return 1;
621 }
622
623 /**
624 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
625 * This is the new improve weapon code.
626 * Returns 0 if it was not able to work for some reason.
627 *
628 * Checks if weapon was prepared, if enough potions on the floor, ...
629 *
630 * We are hiding extra information about the weapon in the level and
631 * last_eat numbers for an object. Hopefully this won't break anything ??
632 * level == max improve last_eat == current improve
633 */
634 int
635 improve_weapon (object *op, object *improver, object *weapon)
636 {
637 int sacrifice_count, sacrifice_needed = 0;
638
639 if (improver->stats.sp == IMPROVE_PREPARE)
640 return prepare_weapon (op, improver, weapon);
641
642 if (weapon->level == 0)
643 {
644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
645 return 0;
646 }
647
648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
649 {
650 op->failmsg ("This weapon cannot be improved any more.");
651 return 0;
652 }
653
654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
655 {
656 op->failmsg ("Improving the weapon will make it too "
657 "powerful for you to use. Unready it if you "
658 "really want to improve it.");
659 return 0;
660 }
661
662 /* This just increases damage by 5 points, no matter what. No sacrifice
663 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
664 * don't put any maximum value on damage - the limit is how much the
665 * weapon can be improved.
666 */
667 if (improver->stats.sp == IMPROVE_DAMAGE)
668 {
669 weapon->stats.dam += 5;
670 weapon->weight += 5000; /* 5 KG's */
671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
672 weapon->last_eat++;
673
674 weapon->item_power++;
675 improver->decrease ();
676 return 1;
677 }
678
679 if (improver->stats.sp == IMPROVE_WEIGHT)
680 {
681 /* Reduce weight by 20% */
682 weapon->weight = (weapon->weight * 8) / 10;
683 if (weapon->weight < 1)
684 weapon->weight = 1;
685
686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
687 weapon->last_eat++;
688 weapon->item_power++;
689 improver->decrease ();
690 return 1;
691 }
692
693 if (improver->stats.sp == IMPROVE_ENCHANT)
694 {
695 weapon->magic++;
696 weapon->last_eat++;
697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
698 improver->decrease ();
699 weapon->item_power++;
700 return 1;
701 }
702
703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
704 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
705
706 if (sacrifice_needed < 1)
707 sacrifice_needed = 1;
708 sacrifice_needed *= 2;
709
710 sacrifice_count = check_sacrifice (op, improver);
711 if (sacrifice_count < sacrifice_needed)
712 {
713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
714 return 0;
715 }
716
717 eat_item (op, improver->slaying, sacrifice_needed);
718 weapon->item_power++;
719
720 switch (improver->stats.sp)
721 {
722 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
723 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
724 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
725 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
726 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
727 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
728 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
729 default:
730 op->failmsg ("Unknown improvement type.");
731 }
732
733 LOG (llevError, "improve_weapon: Got to end of function\n");
734 return 0;
735 }
736
737 /**
738 * Handles the applying of improve/prepare/enchant weapon scroll.
739 * Checks a few things (not on a non-magic square, marked weapon, ...),
740 * then calls improve_weapon to do the dirty work.
741 */
742 int
743 check_improve_weapon (object *op, object *tmp)
744 {
745 object *otmp;
746
747 if (op->type != PLAYER)
748 return 0;
749
750 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
751 {
752 op->failmsg ("Something blocks the magic of the scroll!");
753 return 0;
754 }
755
756 otmp = find_marked_object (op);
757
758 if (!otmp)
759 {
760 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
761 return 0;
762 }
763
764 if (otmp->type != WEAPON && otmp->type != BOW)
765 {
766 op->failmsg ("Marked item is not a weapon or bow!");
767 return 0;
768 }
769
770 op->statusmsg ("Applied weapon builder.");
771
772 improve_weapon (op, tmp, otmp);
773 esrv_send_item (op, otmp);
774 return 1;
775 }
776
777 /**
778 * This code deals with the armour improvment scrolls.
779 * Change limits on improvement - let players go up to
780 * +5 no matter what level, but they are limited by item
781 * power.
782 * Try to use same improvement code as in the common/treasure.c
783 * file, so that if you make a +2 full helm, it will be just
784 * the same as one you find in a shop.
785 *
786 * deprecated comment:
787 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
788 * only 'enchantment' of armour is possible - improving
789 * the stats of a player w/ armour as well as a weapon
790 * will probably horribly unbalance the game. Magic enchanting
791 * depends on the level of the character - ie the plus
792 * value (magic) of the armour can never be increased beyond
793 * the level of the character / 10 -- rounding upish, nor may
794 * the armour value of the piece of equipment exceed either
795 * the users level or 90)
796 * Modified by MSW for partial resistance. Only support
797 * changing of physical area right now.
798 */
799 int
800 improve_armour (object *op, object *improver, object *armour)
801 {
802 object *tmp;
803
804 if (armour->magic >= settings.armor_max_enchant)
805 {
806 op->failmsg ("This armour can not be enchanted any further!");
807 return 0;
808 }
809
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?)
814 */
815 if (armour->title)
816 {
817 op->failmsg ("This armour will not accept further enchantment.");
818 return 0;
819 }
820
821 /* Split objects if needed. Can't insert tmp until the
822 * end of this function - otherwise it will just re-merge.
823 */
824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
825
826 armour->magic++;
827
828 if (!settings.armor_speed_linear)
829 {
830 int base = 100;
831 int pow = 0;
832
833 while (pow < armour->magic)
834 {
835 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++;
837 }
838
839 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 }
841 else
842 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
843
844 if (!settings.armor_weight_linear)
845 {
846 int base = 100;
847 int pow = 0;
848
849 while (pow < armour->magic)
850 {
851 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++;
853 }
854
855 armour->weight = (armour->arch->weight * base) / 100;
856 }
857 else
858 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859
860 if (armour->weight <= 0)
861 {
862 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1;
864 }
865
866 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
867
868 if (op->type == PLAYER)
869 {
870 esrv_send_item (op, armour);
871
872 if (QUERY_FLAG (armour, FLAG_APPLIED))
873 op->update_stats ();
874 }
875
876 improver->decrease ();
877
878 if (tmp)
879 op->insert (tmp);
880
881 return 1;
882 }
883
884 /*
885 * convert_item() returns 1 if anything was converted, 0 if the item was not
886 * what the converter wants, -1 if the converter is broken.
887 *
888 * Takes one type of items and makes another.
889 * converter is the object that is doing the conversion.
890 * item is the object that triggered the converter - if it is not
891 * what the converter wants, this will not do anything.
892 */
893 static int
894 convert_item (object *item, object *converter)
895 {
896 sint64 nr, price_in;
897
898 if (item->flag [FLAG_UNPAID])
899 return 0;
900
901 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp;
905
906 /* We make some assumptions - we assume if it takes money as it type,
907 * it wants some amount. We don't make change (ie, if something costs
908 * 3 gp and player drops a platinum, tough luck)
909 */
910 if (conv_from == shstr_money)
911 {
912 if (item->type != MONEY)
913 return 0;
914
915 nr = sint64 (item->nrof) * item->value / need;
916 if (!nr)
917 return 0;
918
919 converter->play_sound (sound_find ("shop_buy"));
920
921 sint64 cost = (nr * need + item->value - 1) / item->value;
922
923 item->decrease (cost);
924
925 price_in = cost * item->value;
926 }
927 else
928 {
929 if (item->type == PLAYER
930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
932 return 0;
933
934 converter->play_sound (sound_find ("convert_item"));
935
936 if (need)
937 {
938 nr = sint64 (item->nrof) / need;
939 item->decrease (nr * need);
940 price_in = nr * need * item->value;
941 }
942 else
943 {
944 price_in = item->value;
945 item->destroy ();
946 }
947 }
948
949 if (converter->inv)
950 {
951 object *ob;
952 int i;
953 object *ob_to_copy;
954
955 /* select random object from inventory to copy */
956 ob_to_copy = converter->inv;
957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
958 if (rndm (0, i) == 0)
959 ob_to_copy = ob;
960
961 item = ob_to_copy->deep_clone ();
962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
964 }
965 else
966 {
967 if (!conv_to)
968 {
969 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
970 &converter->name, &converter->map->path, converter->x, converter->y);
971 return -1;
972 }
973
974 item = object_create_arch (conv_to);
975 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
976 }
977
978 if (give)
979 item->nrof = give;
980
981 if (nr)
982 item->nrof *= nr;
983
984 if (converter->flag [FLAG_PRECIOUS])
985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
995 else if (price_in < sint64 (item->nrof) * item->value)
996 {
997 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
999 /**
1000 * elmex: we are going to let the game continue, as the mapcreator
1001 * hopefully had something in mind when doing this.
1002 */
1003 }
1004
1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1;
1012 }
1013
1014 /**
1015 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t.
1019 */
1020 int
1021 apply_container (object *op, object *sack)
1022 {
1023 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */
1025
1026 if (!sack || sack->type != CONTAINER)
1027 {
1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1029 return 0;
1030 }
1031
1032 op->contr->last_used = 0;
1033
1034 if (sack->env && sack->env != op)
1035 {
1036 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1;
1038 }
1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1044 {
1045 // open on ground or inv, so close
1046 op->close_container ();
1047 return 1;
1048 }
1049 else if (!sack->env)
1050 {
1051 // active, but not ours: some other player has opened it
1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1;
1054 }
1055
1056 // fall through to opening it (active in inv)
1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1061 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack);
1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1;
1066 }
1067
1068 // it's locked?
1069 if (sack->slaying)
1070 {
1071 if (object *tmp = find_key (op, op, sack))
1072 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else
1074 {
1075 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1;
1077 }
1078 }
1079
1080 op->open_container (sack);
1081
1082 return 1;
1083 }
1084
1085 /**
1086 * Handles dropping things on altar.
1087 * Returns true if sacrifice was accepted.
1088 */
1089 static int
1090 apply_altar (object *altar, object *sacrifice, object *originator)
1091 {
1092 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0;
1095
1096 if (operate_altar (altar, &sacrifice))
1097 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly.
1101 */
1102 if (altar->inv && altar->inv->type == SPELL)
1103 {
1104 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with
1107 * old maps.
1108 */
1109
1110 /* push_button (altar);*/
1111 }
1112 else
1113 {
1114 altar->value = 1; /* works only once */
1115 push_button (altar, originator);
1116 }
1117
1118 return !sacrifice;
1119 }
1120 else
1121 return 0;
1122 }
1123
1124 /**
1125 * Handles 'movement' of shop mats.
1126 * Returns 1 if 'op' was destroyed, 0 if not.
1127 * Largely re-written to not use nearly as many gotos, plus
1128 * some of this code just looked plain out of date.
1129 * MSW 2001-08-29
1130 */
1131 int
1132 apply_shop_mat (object *shop_mat, object *op)
1133 {
1134 int rv = 0;
1135 double opinion;
1136 object *tmp, *next;
1137
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139
1140 bool has_unpaid = false;
1141
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1143 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID])
1146 {
1147 has_unpaid = true;
1148 break;
1149 }
1150
1151 if (!op->is_player ())
1152 {
1153 /* Remove all the unpaid objects that may be carried here.
1154 * This could be pets or monsters that are somehow in
1155 * the shop.
1156 */
1157 for (tmp = op->inv; tmp; tmp = next)
1158 {
1159 next = tmp->below;
1160
1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1162 {
1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1164
1165 if (i >= 0)
1166 tmp->move (i);
1167 }
1168 }
1169
1170 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1173
1174 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space.
1176 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1182 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184
1185 return 0;
1186 }
1187
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op))
1201 op->contr->play_sound (sound_find ("shop_enter"));
1202 else
1203 op->contr->play_sound (sound_find ("shop_leave"));
1204
1205 if (shop_mat->msg)
1206 op->statusmsg (shop_mat->msg);
1207 /* This check below is a bit simplistic - generally it should be correct,
1208 * but there is never a guarantee that the bottom space on the map is
1209 * actually the shop floor.
1210 */
1211 else if (!rv && !is_in_shop (op))
1212 {
1213 opinion = shopkeeper_approval (op->map, op);
1214
1215 op->statusmsg (
1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1219 : "The shopkeeper glares at you with contempt."
1220 );
1221 }
1222 }
1223 else
1224 {
1225 /* if we get here, a player tried to leave a shop but was not able
1226 * to afford the items he has. We try to move the player so that
1227 * they are not on the mat anymore
1228 */
1229 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1230
1231 if (i == -1)
1232 LOG (llevError, "Internal shop-mat problem.\n");
1233 else
1234 {
1235 op->remove ();
1236 op->x += freearr_x[i];
1237 op->y += freearr_y[i];
1238 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1239 }
1240 }
1241
1242 CLEAR_FLAG (op, FLAG_NO_APPLY);
1243 return rv;
1244 }
1245
1246 /**
1247 * Handles applying a sign.
1248 */
1249 static void
1250 apply_sign (object *op, object *sign, int autoapply)
1251 {
1252 if (!op->is_player())
1253 return;
1254
1255 if (sign->has_dialogue ())
1256 {
1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1258 return;
1259 }
1260
1261 if (!sign->msg)
1262 {
1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1267 return;
1268 }
1269
1270 if (sign->stats.food)
1271 {
1272 if (sign->last_eat >= sign->stats.food)
1273 {
1274 if (!sign->move_on)
1275 op->failmsg ("You cannot read it anymore.");
1276
1277 return;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1281 sign->last_eat++;
1282 }
1283
1284 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1285 * No way to know for sure. The presumption is basically that if
1286 * move_on is zero, it needs to be manually applied (doesn't talk
1287 * to us).
1288 */
1289 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1290 {
1291 op->failmsg ("You are unable to read while blind!");
1292 return;
1293 }
1294
1295 if (op->contr)
1296 if (client *ns = op->contr->ns)
1297 {
1298 if (sign->sound)
1299 ns->play_sound (sign->sound);
1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1302
1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1304 }
1305 }
1306
1307 static void
1308 move_apply_hole (object *trap, object *victim)
1309 {
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1337 }
1338
1339 /**
1340 * 'victim' moves onto 'trap'
1341 * 'victim' leaves 'trap'
1342 * effect is determined by move_on/move_off of trap and move_type of victime.
1343 *
1344 * originator: Player, monster or other object that caused 'victim' to move
1345 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1346 * However, some types of traps require an originator to function.
1347 */
1348 void
1349 move_apply (object *trap, object *victim, object *originator)
1350 {
1351 static int recursion_depth = 0;
1352
1353 /* Only exits affect DMs. */
1354 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1355 return;
1356
1357 /* move_apply() is the most likely candidate for causing unwanted and
1358 * possibly unlimited recursion.
1359 */
1360 /* The following was changed because it was causing perfeclty correct
1361 * maps to fail. 1) it's not an error to recurse:
1362 * rune detonates, summoning monster. monster lands on nearby rune.
1363 * nearby rune detonates. This sort of recursion is expected and
1364 * proper. This code was causing needless crashes.
1365 */
1366 if (recursion_depth >= 500)
1367 {
1368 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1369 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1370 return;
1371 }
1372
1373 recursion_depth++;
1374 if (trap->head)
1375 trap = trap->head;
1376
1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1378 goto leave;
1379
1380 switch (trap->type)
1381 {
1382 case PLAYERMOVER:
1383 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1384 {
1385 if (!trap->stats.maxsp)
1386 trap->stats.maxsp = 2;
1387
1388 /* Is this correct? From the docs, it doesn't look like it
1389 * should be divided by trap->speed
1390 */
1391 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1392
1393 /* Just put in some sanity check. I think there is a bug in the
1394 * above with some objects have zero speed, and thus the player
1395 * getting permanently paralyzed.
1396 */
1397 if (victim->speed_left < -50.f)
1398 victim->speed_left = -50.f;
1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400 }
1401 goto leave;
1402
1403 case SPINNER:
1404 if (victim->direction)
1405 {
1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case DIRECTOR:
1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1414 victim->direction = trap->stats.sp;
1415 update_turn_face (victim);
1416 }
1417 goto leave;
1418
1419 case BUTTON:
1420 case PEDESTAL:
1421 update_button (trap, originator);
1422 goto leave;
1423
1424 case ALTAR:
1425 /* sacrifice victim on trap */
1426 apply_altar (trap, victim, originator);
1427 goto leave;
1428
1429 case THROWN_OBJ:
1430 if (trap->inv == NULL)
1431 goto leave;
1432 /* fallthrough */
1433
1434 case ARROW:
1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1436 * trigger this here and get hit by own missile - and will be own enemy.
1437 * Victim then is his own enemy and will start to kill herself (this is
1438 * removed) but we have not synced victim and his missile. To avoid senseless
1439 * action, we avoid hits here
1440 */
1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442 hit_with_arrow (trap, victim);
1443 goto leave;
1444
1445 case SPELL_EFFECT:
1446 apply_spell_effect (trap, victim);
1447 goto leave;
1448
1449 case TRAPDOOR:
1450 {
1451 int max, sound_was_played;
1452 object *ab, *ab_next;
1453
1454 if (!trap->value)
1455 {
1456 int tot;
1457
1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1460 tot += ab->head_ ()->total_weight ();
1461
1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1463 goto leave;
1464
1465 SET_ANIMATION (trap, trap->value);
1466 update_object (trap, UP_OBJ_FACE);
1467 }
1468
1469 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1470 {
1471 /* need to set this up, since if we do transfer the object,
1472 * ab->above would be bogus
1473 */
1474 ab_next = ab->above;
1475
1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1477 {
1478 if (!sound_was_played)
1479 {
1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1481 sound_was_played = 1;
1482 }
1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1486 }
1487 }
1488 goto leave;
1489 }
1490
1491 case CONVERTER:
1492 if (convert_item (victim, trap) < 0)
1493 {
1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 }
1497
1498 goto leave;
1499
1500 case TRIGGER_BUTTON:
1501 case TRIGGER_PEDESTAL:
1502 case TRIGGER_ALTAR:
1503 check_trigger (trap, victim);
1504 goto leave;
1505
1506 case DEEP_SWAMP:
1507 walk_on_deep_swamp (trap, victim);
1508 goto leave;
1509
1510 case CHECK_INV:
1511 check_inv (victim, trap);
1512 goto leave;
1513
1514 case HOLE:
1515 move_apply_hole (trap, victim);
1516 goto leave;
1517
1518 case EXIT:
1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1521 /* Basically, don't show exits leading to random maps the
1522 * players output.
1523 */
1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1525 victim->statusmsg (trap->msg, NDI_NAVY);
1526
1527 trap->play_sound (trap->sound);
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER:
1533 /* may be some leftovers on this */
1534 goto leave;
1535
1536 case SHOP_MAT:
1537 apply_shop_mat (trap, victim);
1538 goto leave;
1539
1540 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator);
1543 goto leave;
1544
1545 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */
1548
1549 apply_sign (victim, trap, 1);
1550 goto leave;
1551
1552 case CONTAINER:
1553 apply_container (victim, trap);
1554 goto leave;
1555
1556 case RUNE:
1557 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim);
1560 goto leave;
1561
1562 default:
1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1565 goto leave;
1566 }
1567
1568 leave:
1569 recursion_depth--;
1570 }
1571
1572 /**
1573 * Handles reading a regular (ie not containing a spell) book.
1574 */
1575 static void
1576 apply_book (object *op, object *tmp)
1577 {
1578 int lev_diff;
1579 object *skill_ob;
1580
1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1582 {
1583 op->failmsg ("You are unable to read while blind!");
1584 return;
1585 }
1586
1587 if (!tmp->msg)
1588 {
1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1590 return;
1591 }
1592
1593 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill);
1595 if (!skill_ob)
1596 {
1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1598 return;
1599 }
1600
1601 lev_diff = tmp->level - (skill_ob->level + 5);
1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1603 {
1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension.");
1610 return;
1611 }
1612
1613 readable_message_type *msgType = get_readable_message_type (tmp);
1614
1615 if (player *pl = op->contr)
1616 if (client *ns = pl->ns)
1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618
1619 /* gain xp from reading */
1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1621 { /* only if not read before */
1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1623
1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1625 {
1626 /*exp_gain *= 2; because they just identified it too */
1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1628
1629 if (object *pl = tmp->visible_to ())
1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1631 }
1632
1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1635 }
1636 }
1637
1638 /**
1639 * Handles the applying of a skill scroll, calling learn_skill straight.
1640 * op is the person learning the skill, tmp is the skill scroll object
1641 */
1642 static void
1643 apply_skillscroll (object *op, object *tmp)
1644 {
1645 switch (learn_skill (op, tmp))
1646 {
1647 case 0:
1648 op->play_sound (sound_find ("generic_fail"));
1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1650 break;
1651
1652 case 1:
1653 tmp->decrease ();
1654 op->play_sound (sound_find ("skill_learn"));
1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1656 break;
1657
1658 default:
1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1662 break;
1663 }
1664 }
1665
1666 /**
1667 * Actually makes op learn spell.
1668 * Informs player of what happens.
1669 */
1670 void
1671 do_learn_spell (object *op, object *spell, int special_prayer)
1672 {
1673 object *tmp;
1674
1675 if (op->type != PLAYER)
1676 {
1677 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1678 return;
1679 }
1680
1681 /* Upgrade special prayers to normal prayers */
1682 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1683 {
1684 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1685 {
1686 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1687 return;
1688 }
1689 return;
1690 }
1691
1692 op->contr->play_sound (sound_find ("learn_spell"));
1693
1694 tmp = spell->clone ();
1695 insert_ob_in_ob (tmp, op);
1696
1697 if (special_prayer)
1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1699
1700 esrv_add_spells (op->contr, tmp);
1701 }
1702
1703 /**
1704 * Erases spell from player's inventory.
1705 */
1706 void
1707 do_forget_spell (object *op, const char *spell)
1708 {
1709 object *spob;
1710
1711 if (op->type != PLAYER)
1712 {
1713 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1714 return;
1715 }
1716 if ((spob = check_spell_known (op, spell)) == NULL)
1717 {
1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1719 return;
1720 }
1721
1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1723 player_unready_range_ob (op->contr, spob);
1724 esrv_remove_spell (op->contr, spob);
1725 spob->destroy ();
1726 }
1727
1728 /**
1729 * Handles player applying a spellbook.
1730 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1731 * stuff like that. Random learning failure too.
1732 */
1733 static void
1734 apply_spellbook (object *op, object *tmp)
1735 {
1736 object *skop, *spell, *spell_skill;
1737
1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1739 {
1740 op->failmsg ("You are unable to read while blind.");
1741 return;
1742 }
1743
1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1745 * instead of having their spell stored in stats.sp. These are
1746 * legacy spellbooks
1747 */
1748 if (tmp->slaying)
1749 {
1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1751 if (!spell)
1752 {
1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1754 return;
1755 }
1756 else
1757 insert_ob_in_ob (spell, tmp);
1758
1759 tmp->slaying = 0;
1760 }
1761
1762 skop = find_skill_by_name (op, tmp->skill);
1763
1764 /* need a literacy skill to learn spells. Also, having a literacy level
1765 * lower than the spell will make learning the spell more difficult */
1766 if (!skop)
1767 {
1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1769 return;
1770 }
1771
1772 spell = tmp->inv;
1773
1774 if (!spell)
1775 {
1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1778 return;
1779 }
1780
1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1782 {
1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1784 return;
1785 }
1786
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788
1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 identify (tmp);
1791
1792 /* I removed the check for special_prayer_mark here - it didn't make
1793 * a lot of sense - special prayers are not found in spellbooks, and
1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1795 * they would have a special prayer mark.
1796 */
1797 if (check_spell_known (op, spell->name))
1798 {
1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1800 return;
1801 }
1802
1803 if (spell->skill)
1804 {
1805 spell_skill = find_skill_by_name (op, spell->skill);
1806
1807 if (!spell_skill)
1808 {
1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1810 return;
1811 }
1812
1813 if (spell_skill->level < spell->level)
1814 {
1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1816 return;
1817 }
1818 }
1819
1820 /* Logic as follows
1821 *
1822 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1823 *
1824 * 2- The learner's skill level in literacy adjusts the chance to learn
1825 * a spell.
1826 *
1827 * 3 -Automatically fail to learn if you read while confused
1828 *
1829 * Overall, chances are the same but a player will find having a high
1830 * literacy rate very useful! -b.t.
1831 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 {
1834 op->failmsg ("In your confused state you flub the wording of the text!");
1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1836 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839 {
1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1841 do_learn_spell (op, spell, 0);
1842
1843 /* xp gain to literacy for spell learning */
1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1846 }
1847 else
1848 {
1849 op->contr->play_sound (sound_find ("fumble_spell"));
1850 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1851 }
1852
1853 tmp->decrease ();
1854 }
1855
1856 /**
1857 * Handles applying a spell scroll.
1858 */
1859 void
1860 apply_scroll (object *op, object *tmp, int dir)
1861 {
1862 object *skop;
1863
1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1865 {
1866 op->failmsg ("You are unable to read while blind.");
1867 return;
1868 }
1869
1870 if (!tmp->inv || tmp->inv->type != SPELL)
1871 {
1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1873 return;
1874 }
1875
1876 if (op->type == PLAYER)
1877 {
1878 /* players need a literacy skill to read stuff! */
1879 int exp_gain = 0;
1880
1881 /* hard code literacy - tmp->skill points to where the exp
1882 * should go for anything killed by the spell.
1883 */
1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1885
1886 if (!skop)
1887 {
1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1889 return;
1890 }
1891
1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1893 change_exp (op, exp_gain, skop->skill, 0);
1894 }
1895
1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1897 identify (tmp);
1898
1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1900
1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1902 tmp->decrease ();
1903 }
1904
1905 /**
1906 * Applies a treasure object - by default, chest. op
1907 * is the person doing the applying, tmp is the treasure
1908 * chest.
1909 */
1910 static void
1911 apply_treasure (object *op, object *tmp)
1912 {
1913 /* Nice side effect of this treasure creation method is that the treasure
1914 * for the chest is done when the chest is created, and put into the chest
1915 * inventory. So that when the chest burns up, the items still exist. Also
1916 * prevents people from moving chests to more difficult maps to get better
1917 * treasure
1918 */
1919 object *treas = tmp->inv;
1920
1921 if (!treas)
1922 {
1923 op->statusmsg ("The chest was empty.");
1924 tmp->decrease ();
1925 return;
1926 }
1927
1928 while (tmp->inv)
1929 {
1930 treas = tmp->inv;
1931 treas->remove ();
1932
1933 treas->x = op->x;
1934 treas->y = op->y;
1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1936
1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1938 spring_trap (treas, op);
1939
1940 /* If either player or container was destroyed, no need to do
1941 * further processing. I think this should be enclused with
1942 * spring trap above, as I don't think there is otherwise
1943 * any way for the treasure chest or player to get killed.
1944 */
1945 if (op->destroyed () || tmp->destroyed ())
1946 break;
1947 }
1948
1949 if (!tmp->destroyed () && !tmp->inv)
1950 tmp->decrease (true);
1951 }
1952
1953 /**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957 static void
1958 apply_food (object *op, object *tmp)
1959 {
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 op->failmsg ("You feel full, but what a waste of food!");
1976 else
1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1987
1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1989 {
1990 const char *buf;
1991
1992 if (!is_dragon_pl (op))
1993 {
1994 /* eating message for normal players */
1995 if (tmp->type == DRINK)
1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 else
1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 }
2000 else
2001 /* eating message for dragon players */
2002 buf = format ("The %s tasted terrible!", &tmp->name);
2003
2004 op->statusmsg (buf);
2005
2006 capacity_remaining = 999 - op->stats.food;
2007 op->stats.food += tmp->stats.food;
2008 if (capacity_remaining < tmp->stats.food)
2009 op->stats.hp += capacity_remaining / 50;
2010 else
2011 op->stats.hp += tmp->stats.food / 50;
2012
2013 if (op->stats.hp > op->stats.maxhp)
2014 op->stats.hp = op->stats.maxhp;
2015 if (op->stats.food > 999)
2016 op->stats.food = 999;
2017 }
2018
2019 /* special food hack -b.t. */
2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2021 eat_special_food (op, tmp);
2022 }
2023 }
2024
2025 handle_apply_yield (tmp);
2026 tmp->decrease ();
2027 }
2028
2029 /**
2030 * A dragon is eating some flesh. If the flesh contains resistances,
2031 * there is a chance for the dragon's skin to get improved.
2032 *
2033 * attributes:
2034 * object *op the object (dragon player) eating the flesh
2035 * object *meal the flesh item, getting chewed in dragon's mouth
2036 * return:
2037 * int 1 if eating successful, 0 if it doesn't work
2038 */
2039 int
2040 dragon_eat_flesh (object *op, object *meal)
2041 {
2042 object *skin = NULL; /* pointer to dragon skin force */
2043 object *abil = NULL; /* pointer to dragon ability force */
2044 object *tmp = NULL; /* tmp. object */
2045
2046 double chance; /* improvement-chance of one resistance type */
2047 double totalchance = 1; /* total chance of gaining one resistance */
2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2049 double mbonus = 0; /* monster bonus */
2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2051 int winners = 0; /* number of winners */
2052 int i; /* index */
2053
2054 /* let's make sure and doublecheck the parameters */
2055 if (meal->type != FLESH || !is_dragon_pl (op))
2056 return 0;
2057
2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2059 from the player's inventory */
2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2061 if (tmp->type == FORCE)
2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2063 skin = tmp;
2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2065 abil = tmp;
2066
2067 /* if either skin or ability are missing, this is an old player
2068 which is not to be considered a dragon -> bail out */
2069 if (skin == NULL || abil == NULL)
2070 return 0;
2071
2072 /* now start by filling stomache and health, according to food-value */
2073 if ((999 - op->stats.food) < meal->stats.food)
2074 op->stats.hp += (999 - op->stats.food) / 50;
2075 else
2076 op->stats.hp += meal->stats.food / 50;
2077
2078 if (op->stats.hp > op->stats.maxhp)
2079 op->stats.hp = op->stats.maxhp;
2080
2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2082
2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2084
2085 /* on to the interesting part: chances for adding resistance */
2086 for (i = 0; i < NROFATTACKS; i++)
2087 {
2088 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2089 {
2090 /* got positive resistance, now calculate improvement chance (0-100) */
2091
2092 /* this bonus makes resistance increase easier at lower levels */
2093 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2094 if (i == abil->stats.exp)
2095 bonus += 5; /* additional bonus for resistance of ability-focus */
2096
2097 /* monster bonus increases with level, because high-level
2098 flesh is too rare */
2099 mbonus = op->level * 20. / ((double) settings.max_level);
2100
2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2102 ((double) settings.max_level)) - skin->resist[i];
2103
2104 if (chance >= 0.)
2105 chance += 1.;
2106 else
2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2108
2109 /* chance is proportional to amount of resistance (max. 50) */
2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2111
2112 /* doubled chance for resistance of ability-focus */
2113 if (i == abil->stats.exp)
2114 chance = MIN (100., chance * 2.);
2115
2116 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2117 if (rndm (10000) < (unsigned int) (chance * 100))
2118 {
2119 atnr_winner[winners] = i;
2120 winners++;
2121 }
2122
2123 if (chance >= 0.01)
2124 totalchance *= 1 - chance / 100;
2125
2126 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2127 }
2128 }
2129
2130 /* inverse totalchance as until now we have the failure-chance */
2131 totalchance = 100 - totalchance * 100;
2132
2133 /* print message according to totalchance */
2134 const char *buf;
2135 if (totalchance > 50.)
2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2137 else if (totalchance > 10.)
2138 buf = format ("The %s tasted very good.", &meal->name);
2139 else if (totalchance > 1.)
2140 buf = format ("The %s tasted good.", &meal->name);
2141 else if (totalchance > 0.1)
2142 buf = format ("The %s tasted bland.", &meal->name);
2143 else if (totalchance >= 0.01)
2144 buf = format ("The %s had a boring taste.", &meal->name);
2145 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2146 buf = format ("The %s tasted strange.", &meal->name);
2147 else
2148 buf = format ("The %s had no taste.", &meal->name);
2149
2150 op->statusmsg (buf);
2151
2152 /* now choose a winner if we have any */
2153 i = -1;
2154 if (winners > 0)
2155 i = atnr_winner [rndm (winners)];
2156
2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2158 {
2159 /* resistance increased! */
2160 skin->resist[i]++;
2161 op->update_stats ();
2162
2163 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2164 }
2165
2166 /* if this flesh contains a new ability focus, we mark it
2167 into the ability_force and it will take effect on next level */
2168 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2169 {
2170 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2171
2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2174 "Your metabolism prepares to focus on %s!\n"
2175 "The change will happen at level %d.",
2176 change_resist_msg[meal->last_eat],
2177 abil->level + 1
2178 ));
2179 else
2180 {
2181 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2182 abil->last_eat = 0;
2183 }
2184 }
2185
2186 return 1;
2187 }
2188
2189 /**
2190 * Handles applying an improve armor scroll.
2191 * Does some sanity checks, then calls improve_armour.
2192 */
2193 static void
2194 apply_armour_improver (object *op, object *tmp)
2195 {
2196 object *armor;
2197
2198 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2199 {
2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2201 return;
2202 }
2203
2204 armor = find_marked_object (op);
2205
2206 if (!armor)
2207 {
2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2209 return;
2210 }
2211
2212 if (armor->type != ARMOUR
2213 && armor->type != CLOAK
2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2215 {
2216 op->failmsg ("Your marked item is not armour!\n");
2217 return;
2218 }
2219
2220 op->statusmsg ("Applying armour enchantment.");
2221 improve_armour (op, tmp, armor);
2222 }
2223
2224 void
2225 apply_poison (object *op, object *tmp)
2226 {
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2232 if (op->type == PLAYER)
2233 {
2234 op->contr->play_sound (sound_find ("drink_poison"));
2235 op->failmsg ("Yech! That tasted poisonous!");
2236 op->contr->killer = poison;
2237 }
2238
2239 if (poison->stats.hp > 0)
2240 {
2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 }
2244
2245 op->stats.food -= op->stats.food / 4;
2246 poison->destroy ();
2247 }
2248
2249 /**
2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2251 * A valid 2 way exit means:
2252 * -You can come back (there is another exit at the other side)
2253 * -You are
2254 * ° the owner of the exit
2255 * ° or in the same party as the owner
2256 *
2257 * Note: a owner in a 2 way exit is saved as the owner's name
2258 * in the field exit->name cause the field exit->owner doesn't
2259 * survive in the swapping (in fact the whole exit doesn't survive).
2260 */
2261 int
2262 is_legal_2ways_exit (object *op, object *exit)
2263 {
2264 if (exit->stats.exp != 1)
2265 return 1; /*This is not a 2 way, so it is legal */
2266
2267 #if 0 //TODO
2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2269 return 0; /* This is a reset town portal */
2270 #endif
2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2275
2276 if (exitmap)
2277 {
2278 exitmap->load_sync ();
2279
2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2282 if (!tmp)
2283 return 0;
2284
2285 for (; tmp; tmp = tmp->above)
2286 {
2287 if (tmp->type != EXIT)
2288 continue; /*Not an exit */
2289
2290 if (!EXIT_PATH (tmp))
2291 continue; /*Not a valid exit */
2292
2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294 continue; /*Not in the same place */
2295
2296 if (exit->map->path != EXIT_PATH (tmp))
2297 continue; /*Not in the same map */
2298
2299 /* From here we have found the exit is valid. However we do
2300 * here the check of the exit owner. It is important for the
2301 * town portals to prevent strangers from visiting your appartments
2302 */
2303 if (!exit->race)
2304 return 1; /*No owner, free for all! */
2305
2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2309 {
2310 if (!pp->ob)
2311 continue;
2312
2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2317 break;
2318 }
2319
2320 if (!exit_owner)
2321 return 0; /* No more owner */
2322
2323 if (exit_owner->contr == op->contr)
2324 return 1; /*It is your exit */
2325
2326 if (exit_owner && /*There is a owner */
2327 (op->contr) && /*A player tries to pass */
2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2330 return 0;
2331
2332 return 1;
2333 }
2334 }
2335
2336 return 0;
2337 }
2338
2339 /**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348 object *auto_apply_lighter (object *who, object *op, object *lighter)
2349 {
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389 }
2390
2391 /**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396 void
2397 apply_lighter (object *who, object *lighter)
2398 {
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428 }
2429
2430 /**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433 void player_apply_lamp_cursed_effect (object *who, object *op)
2434 {
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450 }
2451
2452 /**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458 void player_apply_lamp (object *who, object *op)
2459 {
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525 }
2526
2527 void get_animation_from_arch (object *op, arch_ptr a)
2528 {
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544 }
2545
2546 /**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552 void apply_lamp (object *op, bool switch_on)
2553 {
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581 }
2582
2583 /**
2584 * Main apply handler.
2585 *
2586 * Checks for unpaid items before applying.
2587 *
2588 * Return value:
2589 * 0: player or monster can't apply objects of that type
2590 * 1: has been applied, or there was an error applying the object
2591 * 2: objects of that type can't be applied if not in inventory
2592 *
2593 * who is the object that is causing object to be applied, op is the object
2594 * being applied.
2595 *
2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2597 * them in this function - they are passed to apply_special
2598 */
2599 int
2600 manual_apply (object *who, object *op, int aflag)
2601 {
2602 op = op->head_ ();
2603
2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2605 {
2606 if (who->type == PLAYER)
2607 {
2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2610 return 1;
2611 }
2612 else
2613 return 0; /* monsters just skip unpaid items */
2614 }
2615
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0);
2618
2619 switch (op->type)
2620 {
2621 case CF_HANDLE:
2622 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle.");
2624 op->value = op->value ? 0 : 1;
2625 SET_ANIMATION (op, op->value);
2626 update_object (op, UP_OBJ_FACE);
2627 push_button (op, who);
2628 return 1;
2629
2630 case TRIGGER:
2631 if (check_trigger (op, who))
2632 {
2633 who->statusmsg ("You turn the handle.");
2634 who->play_sound (sound_find ("turn_handle"));
2635 }
2636 else
2637 who->failmsg ("The handle doesn't move.");
2638
2639 return 1;
2640
2641 case EXIT:
2642 if (who->type != PLAYER)
2643 return 0;
2644
2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2647 else
2648 {
2649 /* Don't display messages for random maps. */
2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2651 who->statusmsg (op->msg, NDI_NAVY);
2652
2653 who->enter_exit (op);
2654 }
2655
2656 return 1;
2657
2658 case INSCRIBABLE:
2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2661 return 1;
2662
2663 case SIGN:
2664 apply_sign (who, op, 0);
2665 return 1;
2666
2667 case BOOK:
2668 if (who->type == PLAYER)
2669 {
2670 apply_book (who, op);
2671 return 1;
2672 }
2673 else
2674 return 0;
2675
2676 case SKILLSCROLL:
2677 if (who->type == PLAYER)
2678 {
2679 apply_skillscroll (who, op);
2680 return 1;
2681 }
2682 else
2683 return 0;
2684
2685 case SPELLBOOK:
2686 if (who->type == PLAYER)
2687 {
2688 apply_spellbook (who, op);
2689 return 1;
2690 }
2691 else
2692 return 0;
2693
2694 case SCROLL:
2695 apply_scroll (who, op, 0);
2696 return 1;
2697
2698 case POTION:
2699 apply_potion (who, op);
2700 return 1;
2701
2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 //TODO: remove, as it is unsed?
2704 case CLOSE_CON:
2705 apply_container (who, op->env);
2706 return 1;
2707
2708 case CONTAINER:
2709 apply_container (who, op);
2710 return 1;
2711
2712 case TREASURE:
2713 if (who->type == PLAYER)
2714 {
2715 apply_treasure (who, op);
2716 return 1;
2717 }
2718 else
2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2725
2726 case WEAPON:
2727 case ARMOUR:
2728 case BOOTS:
2729 case GLOVES:
2730 case AMULET:
2731 case GIRDLE:
2732 case BRACERS:
2733 case SHIELD:
2734 case HELMET:
2735 case RING:
2736 case CLOAK:
2737 case WAND:
2738 case ROD:
2739 case HORN:
2740 case SKILL:
2741 case BOW:
2742 case BUILDER:
2743 case SKILL_TOOL:
2744 if (op->env != who)
2745 return 2; /* not in inventory */
2746
2747 apply_special (who, op, aflag);
2748 return 1;
2749
2750 case DRINK:
2751 case FOOD:
2752 case FLESH:
2753 apply_food (who, op);
2754 return 1;
2755
2756 case POISON:
2757 apply_poison (who, op);
2758 return 1;
2759
2760 case SAVEBED:
2761 return 1;
2762
2763 case ARMOUR_IMPROVER:
2764 if (who->type == PLAYER)
2765 {
2766 apply_armour_improver (who, op);
2767 return 1;
2768 }
2769 else
2770 return 0;
2771
2772 case WEAPON_IMPROVER:
2773 check_improve_weapon (who, op);
2774 return 1;
2775
2776 case CLOCK:
2777 if (who->type == PLAYER)
2778 {
2779 char buf[MAX_BUF];
2780 timeofday_t tod;
2781
2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2785 "It is %d minute%s past %d o'clock %s",
2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2788 ));
2789 return 1;
2790 }
2791 else
2792 return 0;
2793
2794 case MENU:
2795 if (who->type == PLAYER)
2796 {
2797 shop_listing (op, who);
2798 return 1;
2799 }
2800 else
2801 return 0;
2802
2803 case POWER_CRYSTAL:
2804 apply_power_crystal (who, op); /* see egoitem.c */
2805 return 1;
2806
2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2808 if (who->type == PLAYER)
2809 {
2810 apply_lighter (who, op);
2811 return 1;
2812 }
2813 else
2814 return 0;
2815
2816 case ITEM_TRANSFORMER:
2817 apply_item_transformer (who, op);
2818 return 1;
2819
2820 default:
2821 return 0;
2822 }
2823 }
2824
2825 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2826 * messages as needed by player_apply_below(). But there can still be
2827 * "but you are floating high above the ground" messages.
2828 *
2829 * Same return value as apply() function.
2830 */
2831 int
2832 player_apply (object *pl, object *op, int aflag, int quiet)
2833 {
2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2835 {
2836 /* player is flying and applying object not in inventory */
2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2838 {
2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2842 return 0;
2843 }
2844 }
2845
2846 pl->contr->last_used = op;
2847
2848 int tmp = manual_apply (pl, op, aflag);
2849
2850 if (!quiet)
2851 {
2852 if (tmp == 0)
2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2854 else if (tmp == 2)
2855 pl->failmsg ("You must get it first!\n");
2856 }
2857
2858 return tmp;
2859 }
2860
2861 /**
2862 * player_apply_below attempts to apply the object 'below' the player.
2863 * If the player has an open container, we use that for below, otherwise
2864 * we use the ground.
2865 */
2866 void
2867 player_apply_below (object *pl)
2868 {
2869 int floors = 0;
2870
2871 /* If using a container, set the starting item to be the top
2872 * item in the container. Otherwise, use the map.
2873 * This is perhaps more complicated. However, I want to make sure that
2874 * we don't use a corrupt pointer for the next object, so we get the
2875 * next object in the stack before applying. This is can only be a
2876 * problem if player_apply() has a bug in that it uses the object but does
2877 * not return a proper value.
2878 */
2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2880 {
2881 next = tmp->below;
2882
2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2884 floors++;
2885 else if (floors > 0)
2886 return; /* process only floor objects after first floor object */
2887
2888 /* If it is visible, player can apply it. If it is applied by
2889 * person moving on it, also activate. Added code to make it
2890 * so that at least one of players movement types be that which
2891 * the item needs.
2892 */
2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2894 if (player_apply (pl, tmp, 0, 1) == 1)
2895 return;
2896
2897 if (floors >= 2)
2898 return; /* process at most two floor objects */
2899 }
2900 }
2901
2902 /**
2903 * Unapplies specified item.
2904 * No check done on cursed/damned.
2905 * Break this out of apply_special - this is just done
2906 * to keep the size of apply_special to a more managable size.
2907 */
2908 static int
2909 unapply_special (object *who, object *op, int aflags)
2910 {
2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2913 return RESULT_INT (0);
2914
2915 CLEAR_FLAG (op, FLAG_APPLIED);
2916
2917 switch (op->type)
2918 {
2919 case SKILL_TOOL:
2920 // unapplying a skill tool should also unapply the skill it governs
2921 // but this is hard, as it shouldn't do so when the skill can
2922 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2924 if (tmp->skill == op->skill
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0);
2929
2930 change_abil (who, op);
2931 break;
2932
2933 case WEAPON:
2934 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2943 change_abil (who, op);
2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2945 break;
2946
2947 case SKILL:
2948 if (who->contr)
2949 {
2950 if (IS_COMBAT_SKILL (op->subtype))
2951 who->change_weapon (who->contr->combat_ob = 0);
2952 else if (IS_RANGED_SKILL (op->subtype))
2953 who->change_weapon (who->contr->ranged_ob = 0);
2954
2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2959 }
2960
2961 change_abil (who, op);
2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2963 break;
2964
2965 case ARMOUR:
2966 case HELMET:
2967 case SHIELD:
2968 case RING:
2969 case BOOTS:
2970 case GLOVES:
2971 case AMULET:
2972 case GIRDLE:
2973 case BRACERS:
2974 case CLOAK:
2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2976 change_abil (who, op);
2977 break;
2978
2979 case BOW:
2980 case WAND:
2981 case ROD:
2982 case HORN:
2983 if (player *pl = who->contr)
2984 {
2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2990
2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 }
2993 else
2994 {
2995 who->change_skill (0);
2996
2997 if (op->type == BOW)
2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2999 else
3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
3001 }
3002
3003 break;
3004
3005 case BUILDER:
3006 if (who->contr)
3007 who->statusmsg (format ("You unready %s.", query_name (op)));
3008 break;
3009
3010 default:
3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
3012 break;
3013 }
3014
3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3016 if (object *pl = op->visible_to ())
3017 esrv_send_item (pl, op);
3018
3019 who->update_stats ();
3020
3021 return 0;
3022 }
3023
3024 /**
3025 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do
3028 * something like:
3029 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use
3036 * up body locations can be used as restrictions.
3037 */
3038 static object *
3039 get_next_item_from_body_location (int loc, object *start)
3040 {
3041 for (object *tmp = start; tmp; tmp = tmp->below)
3042 if (tmp->flag [FLAG_APPLIED]
3043 && tmp->slot[loc].info
3044 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp;
3046
3047 return 0;
3048 }
3049
3050 /**
3051 * 'op' wants to apply an object, but can't because of other equipment.
3052 * This should only be called when it is known
3053 * that there are objects to unapply. This makes pretty heavy
3054 * use of get_item_from_body_location. It makes no intelligent choice
3055 * on objects - rather, the first that is matched is used.
3056 * Returns 0 on success, returns 1 if there is some problem.
3057 * if aflags is AP_PRINT, we instead print out waht to unapply
3058 * instead of doing it. This is a lot less code than having
3059 * another function that does just that.
3060 */
3061
3062 #define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>"
3066
3067 int
3068 unapply_for_ob (object *who, object *op, int aflags)
3069 {
3070 if (op->is_range ())
3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3073 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3074 {
3075 if (aflags & AP_PRINT)
3076 who->failmsg (query_name (tmp));
3077 else
3078 unapply_special (who, tmp, aflags);
3079 }
3080 else
3081 {
3082 /* In this case, we want to try and remove a cursed item.
3083 * While we know it won't work, we want unapply_special to
3084 * at least generate the message.
3085 */
3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3087 return 1;
3088 }
3089
3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3091 {
3092 /* this used up a slot that we need to free */
3093 if (op->slot[i].info)
3094 {
3095 object *last = who->inv;
3096
3097 /* We do a while loop - may need to remove several items in order
3098 * to free up enough slots.
3099 */
3100 while ((who->slot[i].used + op->slot[i].info) < 0)
3101 {
3102 object *tmp = get_next_item_from_body_location (i, last);
3103
3104 if (!tmp)
3105 {
3106 #if 0
3107 /* Not a bug - we'll get this if the player has cursed items
3108 * equipped.
3109 */
3110 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3111 #endif
3112 return 1;
3113 }
3114
3115 /* If we are just printing, we don't care about cursed status */
3116 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3117 {
3118 if (aflags & AP_PRINT)
3119 who->failmsg (query_name (tmp));
3120 else
3121 unapply_special (who, tmp, aflags);
3122 }
3123 else
3124 {
3125 /* Cursed item that we can't unequip - tell the player.
3126 * Note this could be annoying if this is just one of a few,
3127 * so it may not be critical (eg, putting on a ring and you have
3128 * one cursed ring.)
3129 */
3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3131 }
3132
3133 last = tmp->below;
3134 }
3135 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3136 * return in the !tmp would have kicked in.
3137 */
3138 } /* if op is using this body location */
3139 } /* for body lcoations */
3140
3141 return 0;
3142 }
3143
3144 /**
3145 * Checks to see if 'who' can apply object 'op'.
3146 * Returns 0 if apply can be done without anything special.
3147 * Otherwise returns a bitmask - potentially several of these may be
3148 * set, but largely depends on circumstance - in the future, processing
3149 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3150 * is set, do we really care what the other flags may be?)
3151 *
3152 * See include/define.h for detailed description of the meaning of
3153 * these return values.
3154 */
3155 int
3156 can_apply_object (object *who, object *op)
3157 {
3158 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3159 return RESULT_INT (0);
3160
3161 int retval = 0;
3162 object *tmp = 0, *ws = 0;
3163
3164 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3165 {
3166 if (op->slot[i].info)
3167 {
3168 /* Item uses more slots than we have */
3169 if (who->slot[i].info + op->slot [i].info < 0)
3170 {
3171 /* Could return now for efficiency - rest of info below isn't
3172 * really needed.
3173 */
3174 retval |= CAN_APPLY_NEVER;
3175 }
3176 else if (who->slot[i].used + op->slot[i].info < 0)
3177 {
3178 /* in this case, equipping this would use more free spots than
3179 * we have.
3180 */
3181
3182 /* if we have an applied weapon/shield, and unapply it would free
3183 * enough slots to equip the new item, then just set "can
3184 * apply unapply". We don't care about the logic below - if you have a
3185 * shield equipped and try to equip another shield, there is only
3186 * one choice. However, the check for the number of body locations
3187 * does take into the account cases where what is being applied
3188 * may be two handed for example.
3189 */
3190 if (ws)
3191 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3192 {
3193 retval |= CAN_APPLY_UNAPPLY;
3194 continue;
3195 }
3196
3197 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3198 if (!tmp1)
3199 {
3200 #if 0
3201 /* This is sort of an error, but happens a lot when old players
3202 * join in with more stuff equipped than they are now allowed.
3203 */
3204 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3205 #endif
3206 retval |= CAN_APPLY_NEVER;
3207 }
3208 else
3209 {
3210 /* need to unapply something. However, if this something
3211 * is different than we had found before, it means they need
3212 * to apply multiple objects
3213 */
3214 retval |= CAN_APPLY_UNAPPLY;
3215
3216 if (!tmp)
3217 tmp = tmp1;
3218 else if (tmp != tmp1)
3219 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 /* This object isn't using up all the slots, so there must
3222 * be another. If so, and it the new item doesn't need all
3223 * the slots, the player then has a choice.
3224 */
3225 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3226 && abs (op->slot[i].info) < who->slot[i].info)
3227 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3228
3229 /* Does unequippint 'tmp1' free up enough slots for this to be
3230 * equipped? If not, there must be something else to unapply.
3231 */
3232 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3233 retval |= CAN_APPLY_UNAPPLY_MULT;
3234 }
3235 } /* if not enough free slots */
3236 } /* if this object uses location i */
3237 } /* for i -> num_body_locations loop */
3238
3239 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3240 * really be controlled by use of body locations. We do have
3241 * the weapon/shield checks, and the range checks for monsters,
3242 * because you can't control those just by body location - bows, shields,
3243 * and weapons all use the same slot. Similar for horn/rod/wand - they
3244 * all use the same location.
3245 */
3246 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3247 retval |= CAN_APPLY_RESTRICTION;
3248
3249 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3250 retval |= CAN_APPLY_RESTRICTION;
3251
3252 if (who->type != PLAYER)
3253 {
3254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3255 retval |= CAN_APPLY_RESTRICTION;
3256
3257 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3258 retval |= CAN_APPLY_RESTRICTION;
3259
3260 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3261 retval |= CAN_APPLY_RESTRICTION;
3262
3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3264 retval |= CAN_APPLY_RESTRICTION;
3265 }
3266
3267 return retval;
3268 }
3269
3270 /**
3271 * who is the object using the object. It can be a monster.
3272 * op is the object they are using. op is an equipment type item,
3273 * eg, one which you put on and keep on for a while, and not something
3274 * like a potion or scroll.
3275 *
3276 * function returns 1 if the action could not be completed, 0 on
3277 * success. However, success is a matter of meaning - if the
3278 * user passes the 'apply' flag to an object already applied,
3279 * nothing is done, and 0 is returned.
3280 *
3281 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3282 * AP_UNAPPLY=always unapply).
3283 *
3284 * Optional flags:
3285 * AP_NO_MERGE: don't merge an unapplied object with other objects
3286 * AP_IGNORE_CURSE: unapply cursed items
3287 * AP_NO_READY: do not ready skills when applying skill tools
3288 *
3289 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3290 *
3291 * apply_special() doesn't check for unpaid items.
3292 */
3293
3294 #define LACK_ITEM_POWER \
3295 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296
3297 int
3298 apply_special (object *who, object *op, int aflags)
3299 {
3300 int basic_flag = aflags & AP_BASIC_FLAGS;
3301 object *tmp, *tmp2, *skop = NULL;
3302
3303 if (who == NULL)
3304 {
3305 LOG (llevError, "apply_special() from object without environment.\n");
3306 return 1;
3307 }
3308
3309 if (op->env != who)
3310 return 1; /* op is not in inventory */
3311
3312 /* trying to unequip op */
3313 if (QUERY_FLAG (op, FLAG_APPLIED))
3314 {
3315 /* always apply, so no reason to unapply */
3316 if (basic_flag == AP_APPLY)
3317 return 0;
3318
3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3320 {
3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3322 return 1;
3323 }
3324
3325 return unapply_special (who, op, aflags);
3326 }
3327 else if (basic_flag == AP_UNAPPLY)
3328 return 0;
3329
3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 }
3338
3339 splay (op);
3340
3341 /* Can't just apply this object. Lets see what not and what to do */
3342 if (int i = can_apply_object (who, op))
3343 {
3344 if (i & CAN_APPLY_NEVER)
3345 {
3346 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3347 return 1;
3348 }
3349 else if (i & CAN_APPLY_RESTRICTION)
3350 {
3351 who->failmsg (format (
3352 "You have a prohibition against using a %s. "
3353 "H<Your belief, profession or class prevents you from applying this item.>",
3354 query_name (op)
3355 ));
3356 return 1;
3357 }
3358
3359 if (who->type != PLAYER)
3360 {
3361 /* Some error, so don't try to equip something more */
3362 if (unapply_for_ob (who, op, aflags))
3363 return 1;
3364 }
3365 else
3366 {
3367 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3368 {
3369 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3370 unapply_for_ob (who, op, AP_PRINT);
3371 return 1;
3372 }
3373 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3374 if (unapply_for_ob (who, op, aflags))
3375 return 1;
3376 }
3377 }
3378
3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3380 {
3381 skop = find_skill_by_name (who, op->skill);
3382
3383 if (!skop)
3384 {
3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3386 return 1;
3387 }
3388 else
3389 /* While experience will be credited properly, we want to change the
3390 * skill so that the dam and wc get updated
3391 */
3392 who->change_skill (skop);
3393 }
3394
3395 if (who->type == PLAYER
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 {
3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 return 1;
3401 }
3402
3403 /* Ok. We are now at the state where we can apply the new object.
3404 * Note that we don't have the checks for can_use_...
3405 * below - that is already taken care of by can_apply_object.
3406 */
3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3408
3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3410 return RESULT_INT (0);
3411
3412 switch (op->type)
3413 {
3414 case WEAPON:
3415 if (!check_weapon_power (who, op->last_eat))
3416 {
3417 who->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3419 if (tmp)
3420 insert_ob_in_ob (tmp, who);
3421
3422 return 1;
3423 }
3424
3425 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name))
3428 {
3429 /* if the weapon does not have the name as the character, can't use it. */
3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3432
3433 if (tmp)
3434 insert_ob_in_ob (tmp, who);
3435
3436 return 1;
3437 }
3438
3439 if (!skop)
3440 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3442 return 1;
3443 }
3444
3445 SET_FLAG (op, FLAG_APPLIED);
3446 who->change_skill (skop);
3447
3448 if (who->contr)
3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3453 SET_FLAG (who, FLAG_READY_WEAPON);
3454 change_abil (who, op);
3455 break;
3456
3457 case ARMOUR:
3458 case HELMET:
3459 case SHIELD:
3460 case BOOTS:
3461 case GLOVES:
3462 case GIRDLE:
3463 case BRACERS:
3464 case CLOAK:
3465 case RING:
3466 case AMULET:
3467 SET_FLAG (op, FLAG_APPLIED);
3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3469 change_abil (who, op);
3470 break;
3471
3472 case SKILL_TOOL:
3473 // applying a skill tool also readies the skill
3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (!(aflags & AP_NO_READY))
3477 {
3478 skop = find_skill_by_name (who, op->skill);
3479 if (!skop->flag [FLAG_APPLIED])
3480 apply_special (who, skop, AP_APPLY);
3481 }
3482 break;
3483
3484 case SKILL:
3485 if (player *pl = who->contr)
3486 {
3487 if (IS_COMBAT_SKILL (op->subtype))
3488 {
3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3512 }
3513 else if (IS_RANGED_SKILL (op->subtype))
3514 {
3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op);
3535 }
3536
3537 if (!op->invisible)
3538 {
3539 who->statusmsg (format (
3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3545 }
3546 else
3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3548 }
3549 else
3550 {
3551 SET_FLAG (op, FLAG_APPLIED);
3552 change_abil (who, op);
3553 who->chosen_skill = op;
3554 SET_FLAG (who, FLAG_READY_SKILL);
3555 }
3556
3557 break;
3558
3559 case BOW:
3560 if (!check_weapon_power (who, op->last_eat))
3561 {
3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563
3564 if (tmp)
3565 insert_ob_in_ob (tmp, who);
3566
3567 return 1;
3568 }
3569
3570 if (op->level && !op->name.starts_with (who->name))
3571 {
3572 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>");
3574 if (tmp)
3575 insert_ob_in_ob (tmp, who);
3576
3577 return 1;
3578 }
3579
3580 /*FALLTHROUGH*/
3581 case WAND:
3582 case ROD:
3583 case HORN:
3584 /* check for skill, alter player status */
3585
3586 if (!skop)
3587 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3589 return 1;
3590 }
3591
3592 SET_FLAG (op, FLAG_APPLIED);
3593 who->change_skill (skop);
3594
3595 if (who->contr)
3596 {
3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3600
3601 if (op->type == BOW)
3602 {
3603 who->current_weapon = op;
3604 change_abil (who, op);
3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3606 }
3607 }
3608 else
3609 {
3610 if (op->type == BOW)
3611 SET_FLAG (who, FLAG_READY_BOW);
3612 else
3613 SET_FLAG (who, FLAG_READY_RANGE);
3614 }
3615
3616 break;
3617
3618 case BUILDER:
3619 if (who->type == PLAYER)
3620 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3623 unapply_special (who, who->contr->ranged_ob, 0);
3624
3625 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626
3627 who->contr->ranged_ob = op;
3628 }
3629 break;
3630
3631 default:
3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3633 }
3634
3635 SET_FLAG (op, FLAG_APPLIED);
3636
3637 if (tmp)
3638 who->insert (tmp);
3639
3640 who->update_stats ();
3641
3642 /* We exclude spell casting objects. The fire code will set the
3643 * been applied flag when they are used - until that point,
3644 * you don't know anything about them.
3645 */
3646 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3648
3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3650 if (who->type == PLAYER)
3651 {
3652 who->failmsg (
3653 "Oops, it feels deadly cold! "
3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3657 }
3658
3659 if (object *pl = op->visible_to ())
3660 esrv_send_item (pl, op);
3661
3662 return 0;
3663 }
3664
3665 int
3666 monster_apply_special (object *who, object *op, int aflags)
3667 {
3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3669 return 1;
3670
3671 return apply_special (who, op, aflags);
3672 }
3673
3674 /**
3675 * Map was just loaded, handle op's initialisation.
3676 *
3677 * Generates shop floor's item, and treasures.
3678 */
3679 int
3680 auto_apply (object *op)
3681 {
3682 object *tmp = NULL, *tmp2;
3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686
3687 switch (op->type)
3688 {
3689 case SHOP_FLOOR:
3690 if (!op->has_random_items ())
3691 return 0;
3692
3693 do
3694 {
3695 i = 10; /* let's give it 10 tries */
3696 while ((tmp = generate_treasure (op->randomitems,
3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3702 if (tmp == NULL)
3703 return 0;
3704
3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3706 {
3707 tmp->destroy ();
3708 tmp = NULL;
3709 }
3710 }
3711 while (!tmp);
3712
3713 tmp->x = op->x;
3714 tmp->y = op->y;
3715 SET_FLAG (tmp, FLAG_UNPAID);
3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3717 identify (tmp);
3718 break;
3719
3720 case TREASURE:
3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3722 return 0;
3723
3724 while (op->stats.hp-- > 0)
3725 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3726 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3727
3728 /* If we generated an object and put it in this object inventory,
3729 * move it to the parent object as the current object is about
3730 * to disappear. An example of this item is the random_* stuff
3731 * that is put inside other objects.
3732 */
3733 if (op->env)
3734 while (op->inv)
3735 op->env->insert (op->inv);
3736
3737 op->destroy ();
3738 break;
3739 }
3740
3741 return !!tmp;
3742 }
3743
3744 /**
3745 * fix_auto_apply goes through the entire map every time a map
3746 * is loaded or swapped in and performs special actions for
3747 * certain objects (most initialization of chests and creation of
3748 * treasures and stuff). Calls auto_apply if appropriate.
3749 */
3750 void
3751 maptile::fix_auto_apply ()
3752 {
3753 if (!spaces)
3754 return;
3755
3756 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3757 for (object *tmp = ms->bot; tmp; )
3758 {
3759 object *above = tmp->above;
3760
3761 if (tmp->inv)
3762 {
3763 object *invtmp, *invnext;
3764
3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3766 {
3767 invnext = invtmp->below;
3768
3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3770 auto_apply (invtmp);
3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3772 {
3773 while (invtmp->stats.hp-- > 0)
3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3775
3776 invtmp->randomitems = NULL;
3777 }
3778 else if (invtmp && invtmp->arch
3779 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3780 {
3781 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3782 /* Need to clear this so that we never try to create
3783 * treasure again for this object
3784 */
3785 invtmp->randomitems = NULL;
3786 }
3787 }
3788 /* This is really temporary - the code at the bottom will
3789 * also set randomitems to null. The problem is there are bunches
3790 * of maps/players already out there with items that have spells
3791 * which haven't had the randomitems set to null yet.
3792 * MSW 2004-05-13
3793 *
3794 * And if it's a spellbook, it's better to set randomitems to NULL too,
3795 * else you get two spells in the book ^_-
3796 * Ryo 2004-08-16
3797 */
3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800 tmp->randomitems = NULL;
3801
3802 }
3803
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3807 {
3808 while ((tmp->stats.hp--) > 0)
3809 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3810 tmp->randomitems = NULL;
3811 }
3812 else if (tmp->type == TIMED_GATE)
3813 {
3814 object *head = tmp->head != NULL ? tmp->head : tmp;
3815
3816 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3817 tmp->set_speed (0);
3818 }
3819 /* This function can be called everytime a map is loaded, even when
3820 * swapping back in. As such, we don't want to create the treasure
3821 * over and ove again, so after we generate the treasure, blank out
3822 * randomitems so if it is swapped in again, it won't make anything.
3823 * This is a problem for the above objects, because they have counters
3824 * which say how many times to make the treasure.
3825 */
3826 else if (tmp && tmp->arch && tmp->type != PLAYER
3827 && tmp->type != TREASURE && tmp->type != SPELL
3828 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3829 {
3830 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3831 tmp->randomitems = NULL;
3832 }
3833
3834 // close all containers
3835 else if (tmp->type == CONTAINER)
3836 tmp->flag [FLAG_APPLIED] = 0;
3837
3838 tmp = above;
3839 }
3840
3841 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3844 check_trigger (tmp, tmp->above);
3845 }
3846
3847 /**
3848 * Handles player eating food that temporarily changes status (resistances, stats).
3849 * This used to call cast_change_attr(), but
3850 * that doesn't work with the new spell code. Since we know what
3851 * the food changes, just grab a force and use that instead.
3852 */
3853 void
3854 eat_special_food (object *who, object *food)
3855 {
3856 object *force;
3857 int i, did_one = 0;
3858
3859 force = get_archetype (FORCE_NAME);
3860
3861 for (i = 0; i < NUM_STATS; i++)
3862 if (sint8 k = food->stats.stat (i))
3863 {
3864 force->stats.stat (i) = k;
3865 did_one = 1;
3866 }
3867
3868 /* check if we can protect the eater */
3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3871 if (food->resist[i] > 0)
3872 {
3873 force->resist[i] = food->resist[i] / 2;
3874 did_one = 1;
3875 }
3876 }
3877
3878 if (did_one)
3879 {
3880 force->set_speed (0.1);
3881 /* bigger morsel of food = longer effect time */
3882 force->duration = food->stats.food / 5;
3883 SET_FLAG (force, FLAG_APPLIED);
3884 change_abil (who, force);
3885 insert_ob_in_ob (force, who);
3886 }
3887 else
3888 force->destroy ();
3889
3890 /* check for hp, sp change */
3891 if (food->stats.hp != 0)
3892 {
3893 if (QUERY_FLAG (food, FLAG_CURSED))
3894 {
3895 who->contr->killer = food;
3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3897 who->failmsg ("Eck!...that was poisonous!");
3898 }
3899 else
3900 {
3901 if (food->stats.hp > 0)
3902 who->statusmsg ("You begin to feel better.");
3903 else
3904 who->failmsg ("Eck!...that was poisonous!");
3905
3906 who->stats.hp += food->stats.hp;
3907 }
3908 }
3909
3910 if (food->stats.sp != 0)
3911 {
3912 if (QUERY_FLAG (food, FLAG_CURSED))
3913 {
3914 who->failmsg ("You are drained of mana!");
3915 who->stats.sp -= food->stats.sp;
3916 if (who->stats.sp < 0)
3917 who->stats.sp = 0;
3918 }
3919 else
3920 {
3921 who->statusmsg ("You feel a rush of magical energy!");
3922 who->stats.sp += food->stats.sp;
3923 /* place limit on max sp from food? */
3924 }
3925 }
3926
3927 who->update_stats ();
3928 }
3929
3930
3931 /**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935 void
3936 scroll_failure (object *op, int failure, int power)
3937 {
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 op->failmsg ("Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 op->failmsg ("The magic recoils and paralyzes you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp = get_archetype (LOOSE_MANA);
3977 cast_magic_storm (op, tmp, power);
3978 op->failmsg ("You unleash uncontrolled mana!");
3979 tmp->destroy ();
3980 }
3981 }
3982 }
3983
3984 void
3985 apply_changes_to_player (object *pl, object *change)
3986 {
3987 int excess_stat = 0; /* if the stat goes over the maximum
3988 for the race, put the excess stat some
3989 where else. */
3990
3991 switch (change->type)
3992 {
3993 case CLASS:
3994 {
3995 living *stats = &(pl->contr->orig_stats);
3996 living *ns = &(change->stats);
3997 object *walk;
3998 int flag_change_face = 1;
3999
4000 /* the following code assigns stats up to the stat max
4001 * for the race, and if the stat max is exceeded,
4002 * tries to randomly reassign the excess stat
4003 */
4004 int i, j;
4005
4006 for (i = 0; i < NUM_STATS; i++)
4007 {
4008 int race_bonus = pl->arch->stats.stat (i);
4009 sint8 stat = stats->stat (i) + ns->stat (i);
4010
4011 if (stat > 20 + race_bonus)
4012 {
4013 excess_stat++;
4014 stat = 20 + race_bonus;
4015 }
4016
4017 stats->stat (i) = stat;
4018 }
4019
4020 for (j = 0; excess_stat > 0 && j < 100; j++)
4021 { /* try 100 times to assign excess stats */
4022 int i = rndm (0, 6);
4023
4024 if (i == CHA)
4025 continue; /* exclude cha from this */
4026
4027 int stat = stats->stat (i);
4028 int race_bonus = pl->arch->stats.stat (i);
4029 if (stat < 20 + race_bonus)
4030 {
4031 change_attr_value (stats, i, 1);
4032 excess_stat--;
4033 }
4034 }
4035
4036 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c
4038 */
4039 if (change->randomitems)
4040 give_initial_items (pl, change->randomitems);
4041
4042 /* set up the face, for some races. */
4043
4044 /* first, look for the force object banning
4045 * changing the face. Certain races never change face with class.
4046 */
4047 for (walk = pl->inv; walk; walk = walk->below)
4048 if (walk->name == shstr_NOCLASSFACECHANGE)
4049 flag_change_face = 0;
4050
4051 if (flag_change_face)
4052 {
4053 pl->face = change->face;
4054 pl->animation_id = change->animation_id;
4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4056 }
4057
4058 /* check the special case of can't use weapons */
4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4060 if (change->name == shstr_monk)
4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4062
4063 break;
4064 }
4065 }
4066 }
4067
4068 /**
4069 * This handles items of type 'transformer'.
4070 * Basically those items, used with a marked item, transform both items into something
4071 * else.
4072 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4073 * Change information is contained in the 'slaying' field of the marked item.
4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
4075 * This way an item can be transformed in many things, and/or many objects.
4076 * The 'slaying' field for transformer is used as verb for the action.
4077 */
4078 void
4079 apply_item_transformer (object *pl, object *transformer)
4080 {
4081 object *marked;
4082 object *new_item;
4083 char *find;
4084 char *separator;
4085 int yield;
4086 char got[MAX_BUF];
4087 int len;
4088
4089 if (!pl || !transformer)
4090 return;
4091
4092 marked = find_marked_object (pl);
4093
4094 if (!marked)
4095 {
4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4097 return;
4098 }
4099
4100 if (!marked->slaying)
4101 {
4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4103 return;
4104 }
4105
4106 /* check whether they are compatible or not */
4107 find = strstr (&marked->slaying, transformer->arch->archname);
4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4109 {
4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4111 return;
4112 }
4113
4114 find += strlen (transformer->arch->archname) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130
4131 while (*find == ' ')
4132 find++;
4133
4134 memset (got, 0, MAX_BUF);
4135
4136 if ((separator = strchr (find, ';')) != NULL)
4137 len = separator - find;
4138 else
4139 len = strlen (find);
4140
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156
4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4158
4159 pl->insert (new_item);
4160 /* Eat up one item */
4161 marked->decrease ();
4162
4163 /* Eat one transformer if needed */
4164 if (transformer->stats.food)
4165 if (--transformer->stats.food == 0)
4166 transformer->decrease ();
4167 }
4168