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/cvs/deliantra/server/server/apply.C
Revision: 1.203
Committed: Thu Oct 15 16:00:38 2009 UTC (14 years, 7 months ago) by sf-marcmagus
Content type: text/plain
Branch: MAIN
Changes since 1.202: +1 -1 lines
Log Message:
Add inscribable arches for other book types.
Use 'container'/weight_limit to define capacity of inscribables in characters.
Add treasures/arches to specify books with/without text.
Scorn and Navar Public Libraries use these so they don't generate inscribables.
Fix bug allowing theft of blank books from libraries.
Fix bug preventing adding an adjective to a book name if the titles are used up.
Change error message on reading empty book to be more clear.
Change error message on failed inscription [too much text] to be more informative.
Looking at an inscribable will tell you what you can do with it/what its capacity is in a hint.
Fix broken debug statements in book generation.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 /* Want this regardless of rplay. */
36 #include <sounds.h>
37
38 /**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42 int
43 should_director_abort (object *op, object *victim)
44 {
45 int arch_flag, name_flag, race_flag;
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 {
59 arch_flag = op->subtype & 1;
60 name_flag = op->subtype & 2;
61 race_flag = op->subtype & 4;
62 }
63 else
64 {
65 arch_flag = 1;
66 name_flag = 1;
67 race_flag = 1;
68 }
69
70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78
79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88 }
89
90 /**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95 static int
96 apply_id_altar (object *money, object *altar, object *pl)
97 {
98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99
100 if (!pl || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0;
108
109 /* if the player has a marked item, identify that if it needs to be
110 * identified. If it doesn't, then go through the player inventory.
111 */
112 if (object *marked = find_marked_object (pl))
113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money, pl))
116 {
117 identify (marked);
118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg)
121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
130 {
131 if (operate_altar (altar, &money, pl))
132 {
133 identify (id);
134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg)
137 buf << "The item has a story:\r" << id->msg << "\n\n";
138
139 /* If no more money, might as well quit now */
140 if (!money || !check_altar_sacrifice (altar, money))
141 break;
142 }
143 else
144 {
145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146 break;
147 }
148 }
149 }
150
151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
157 }
158
159 /**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163 void
164 handle_apply_yield (object *tmp)
165 {
166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 }
169
170 /**
171 * Handles applying a potion.
172 */
173 int
174 apply_potion (object *op, object *tmp)
175 {
176 int got_one = 0, i;
177 object *force = 0, *floor = 0;
178
179 floor = GET_MAP_OB (op->map, op->x, op->y);
180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
185 CLEAR_FLAG (tmp, FLAG_APPLIED);
186 return 0;
187 }
188
189 if (op->type == PLAYER)
190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191 identify (tmp);
192
193 handle_apply_yield (tmp);
194
195 /* Potion of restoration - only for players */
196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197 {
198 object *depl;
199 archetype *at;
200
201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202 {
203 op->drain_stat ();
204 op->update_stats ();
205 tmp->decrease ();
206 return 1;
207 }
208
209 if (!(at = archetype::find (ARCH_DEPLETION)))
210 {
211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0;
213 }
214
215 depl = present_arch_in_ob (at, op);
216
217 if (depl)
218 {
219 for (i = 0; i < NUM_STATS; i++)
220 if (depl->stats.stat (i))
221 op->statusmsg (restore_msg[i]);
222
223 depl->destroy ();
224 op->update_stats ();
225 }
226 else
227 op->statusmsg ("Your potion had no effect.");
228
229 tmp->decrease ();
230 return 1;
231 }
232
233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 {
236 for (i = 1; i < MIN (11, op->level); i++)
237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 {
240 if (op->contr->levhp[i] != 1)
241 {
242 op->contr->levhp[i] = 1;
243 break;
244 }
245
246 if (op->contr->levsp[i] != 1)
247 {
248 op->contr->levsp[i] = 1;
249 break;
250 }
251
252 if (op->contr->levgrace[i] != 1)
253 {
254 op->contr->levgrace[i] = 1;
255 break;
256 }
257 }
258 else
259 {
260 if (op->contr->levhp[i] < 9)
261 {
262 op->contr->levhp[i] = 9;
263 break;
264 }
265
266 if (op->contr->levsp[i] < 6)
267 {
268 op->contr->levsp[i] = 6;
269 break;
270 }
271
272 if (op->contr->levgrace[i] < 3)
273 {
274 op->contr->levgrace[i] = 3;
275 break;
276 }
277 }
278 }
279
280 /* Just makes checking easier */
281 if (i < MIN (11, op->level))
282 got_one = 1;
283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 {
286 if (got_one)
287 {
288 op->update_stats ();
289 op->statusmsg ("The Gods smile upon you and remake you "
290 "a little more in their image. "
291 "You feel a little more perfect.", NDI_GREEN);
292 }
293 else
294 op->statusmsg ("The potion had no effect - you are already perfect.");
295 }
296 else
297 { /* cursed potion */
298 if (got_one)
299 {
300 op->update_stats ();
301 op->failmsg ("The Gods are angry and punish you.");
302 }
303 else
304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 }
306
307 tmp->decrease ();
308 return 1;
309 }
310
311
312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313 * and heroism all fit into this category. Given the spell object code,
314 * there is no limit to the number of spells that potions can be cast,
315 * but direction is problematic to try and imbue fireball potions for example.
316 */
317 if (tmp->inv)
318 {
319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 {
321 op->failmsg ("Yech! Your lungs are on fire!");
322 create_exploding_ball_at (op, op->level);
323 }
324 else
325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326
327 tmp->decrease ();
328
329 /* if youre dead, no point in doing this... */
330 if (!QUERY_FLAG (op, FLAG_REMOVED))
331 op->update_stats ();
332
333 return 1;
334 }
335
336 /* Deal with protection potions */
337 force = NULL;
338 for (i = 0; i < NROFATTACKS; i++)
339 {
340 if (tmp->resist[i])
341 {
342 if (!force)
343 force = get_archetype (FORCE_NAME);
344
345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346 force->type = POTION_EFFECT;
347 break; /* Only need to find one protection since we copy entire batch */
348 }
349 }
350
351 /* This is a protection potion */
352 if (force)
353 {
354 /* cursed items last longer */
355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356 {
357 force->stats.food *= 10;
358 for (i = 0; i < NROFATTACKS; i++)
359 if (force->resist[i] > 0)
360 force->resist[i] = -force->resist[i]; /* prot => vuln */
361 }
362
363 force->speed_left = -1;
364 force = insert_ob_in_ob (force, op);
365 CLEAR_FLAG (tmp, FLAG_APPLIED);
366 SET_FLAG (force, FLAG_APPLIED);
367 change_abil (op, force);
368 tmp->decrease ();
369 return 1;
370 }
371
372 /* Only thing left are the stat potions */
373 if (op->type == PLAYER)
374 { /* only for players */
375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
378 CLEAR_FLAG (tmp, FLAG_APPLIED);
379 else
380 SET_FLAG (tmp, FLAG_APPLIED);
381
382 if (!change_abil (op, tmp))
383 op->statusmsg ("Nothing happened.");
384 }
385
386 /* CLEAR_FLAG is so that if the character has other potions
387 * that were grouped with the one consumed, his
388 * stat will not be raised by them. fix_player just clears
389 * up all the stats.
390 */
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 op->update_stats ();
393 tmp->decrease ();
394 return 1;
395 }
396
397 /****************************************************************************
398 * Weapon improvement code follows
399 ****************************************************************************/
400
401 /**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406 bool
407 check_item_power (object *who, int item_power)
408 {
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415 }
416
417 /**
418 * This returns the sum of nrof of item (arch name).
419 */
420 static int
421 check_item (object *op, shstr_cmp item)
422 {
423 int count = 0;
424
425 if (!item)
426 return 0;
427
428 for (op = op->below; op; op = op->below)
429 if (op->arch->archname == item)
430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
432 count += op->number_of ();
433
434 return count;
435 }
436
437 /**
438 * This removes 'nrof' of what item->slaying says to remove.
439 * op is typically the player, which is only
440 * really used to determine what space to look at.
441 * Modified to only eat 'nrof' of objects.
442 */
443 static void
444 eat_item (object *op, shstr_cmp item, uint32 nrof)
445 {
446 object *prev;
447
448 prev = op;
449 op = op->below;
450
451 while (op)
452 {
453 if (op->arch->archname == item)
454 {
455 if (op->nrof >= nrof)
456 {
457 op->decrease (nrof);
458 return;
459 }
460 else
461 {
462 op->decrease (nrof);
463 nrof -= op->nrof;
464 }
465
466 op = prev;
467 }
468
469 prev = op;
470 op = op->below;
471 }
472 }
473
474 /**
475 * Returns how many items of type improver->slaying there are under op.
476 * Will display a message if none found, and 1 if improver->slaying is NULL.
477 */
478 static int
479 check_sacrifice (object *op, const object *improver)
480 {
481 int count = 0;
482
483 if (improver->slaying)
484 {
485 count = check_item (op, improver->slaying);
486 if (count < 1)
487 {
488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
489 return 0;
490 }
491 }
492 else
493 count = 1;
494
495 return count;
496 }
497
498 /**
499 * Actually improves the weapon, and tells user.
500 */
501 static int
502 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
503 {
504 stat += sacrifice_count;
505 weapon->last_eat++;
506 improver->decrease ();
507
508 /* So it updates the players stats and the window */
509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
517 return 1;
518 }
519
520 /* Types of improvements, hidden in the sp field. */
521 #define IMPROVE_PREPARE 1
522 #define IMPROVE_DAMAGE 2
523 #define IMPROVE_WEIGHT 3
524 #define IMPROVE_ENCHANT 4
525 #define IMPROVE_STR 5
526 #define IMPROVE_DEX 6
527 #define IMPROVE_CON 7
528 #define IMPROVE_WIS 8
529 #define IMPROVE_CHA 9
530 #define IMPROVE_INT 10
531 #define IMPROVE_POW 11
532
533 /**
534 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on.
536 */
537 int
538 prepare_weapon (object *op, object *improver, object *weapon)
539 {
540 int sacrifice_count, i;
541 char buf[MAX_BUF];
542
543 if (weapon->level != 0)
544 {
545 op->failmsg ("Weapon is already prepared!");
546 return 0;
547 }
548
549 for (i = 0; i < NROFATTACKS; i++)
550 if (weapon->resist[i])
551 break;
552
553 /* If we break out, i will be less than nrofattacks, preventing
554 * improvement of items that already have protections.
555 */
556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
558 weapon->stats.exp || /* speed */
559 weapon->stats.ac) /* AC - only taifu's I think */
560 {
561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
564 return 0;
565 }
566
567 sacrifice_count = check_sacrifice (op, improver);
568 if (sacrifice_count <= 0)
569 return 0;
570
571 weapon->level = isqrt (sacrifice_count);
572 eat_item (op, improver->slaying, sacrifice_count);
573
574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
579
580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
581 weapon->name = weapon->name_pl = buf;
582 weapon->nrof = 0; /* prevents preparing n weapons in the same
583 slot at once! */
584 improver->decrease ();
585 weapon->last_eat = 0;
586 return 1;
587 }
588
589 /**
590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
591 * This is the new improve weapon code.
592 * Returns 0 if it was not able to work for some reason.
593 *
594 * Checks if weapon was prepared, if enough potions on the floor, ...
595 *
596 * We are hiding extra information about the weapon in the level and
597 * last_eat numbers for an object. Hopefully this won't break anything ??
598 * level == max improve last_eat == current improve
599 */
600 int
601 improve_weapon (object *op, object *improver, object *weapon)
602 {
603 int sacrifice_count, sacrifice_needed = 0;
604
605 if (improver->stats.sp == IMPROVE_PREPARE)
606 return prepare_weapon (op, improver, weapon);
607
608 if (weapon->level == 0)
609 {
610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
613 return 0;
614 }
615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
618 {
619 op->failmsg ("This weapon cannot be improved any more.");
620 return 0;
621 }
622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
625 {
626 op->failmsg ("Improving the weapon will make it too "
627 "powerful for you to use. Unready it if you "
628 "really want to improve it.");
629 return 0;
630 }
631
632 /* This just increases damage by 5 points, no matter what. No sacrifice
633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
634 * don't put any maximum value on damage - the limit is how much the
635 * weapon can be improved.
636 */
637 if (improver->stats.sp == IMPROVE_DAMAGE)
638 {
639 weapon->stats.dam += 5;
640 weapon->weight += 5000; /* 5 KG's */
641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
642 weapon->last_eat++;
643
644 weapon->item_power++;
645 improver->decrease ();
646 return 1;
647 }
648
649 if (improver->stats.sp == IMPROVE_WEIGHT)
650 {
651 /* Reduce weight by 20% */
652 weapon->weight = (weapon->weight * 8) / 10;
653 if (weapon->weight < 1)
654 weapon->weight = 1;
655
656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
657 weapon->last_eat++;
658 weapon->item_power++;
659 improver->decrease ();
660 return 1;
661 }
662
663 if (improver->stats.sp == IMPROVE_ENCHANT)
664 {
665 weapon->magic++;
666 weapon->last_eat++;
667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
668 improver->decrease ();
669 weapon->item_power++;
670 return 1;
671 }
672
673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
674 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
675
676 if (sacrifice_needed < 1)
677 sacrifice_needed = 1;
678 sacrifice_needed *= 2;
679
680 sacrifice_count = check_sacrifice (op, improver);
681 if (sacrifice_count < sacrifice_needed)
682 {
683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
684 return 0;
685 }
686
687 eat_item (op, improver->slaying, sacrifice_needed);
688 weapon->item_power++;
689
690 switch (improver->stats.sp)
691 {
692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
699 default:
700 op->failmsg ("Unknown improvement type.");
701 }
702
703 LOG (llevError, "improve_weapon: Got to end of function\n");
704 return 0;
705 }
706
707 /**
708 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * Checks a few things (not on a non-magic square, marked weapon, ...),
710 * then calls improve_weapon to do the dirty work.
711 */
712 int
713 check_improve_weapon (object *op, object *tmp)
714 {
715 object *otmp;
716
717 if (op->type != PLAYER)
718 return 0;
719
720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
721 {
722 op->failmsg ("Something blocks the magic of the scroll!");
723 return 0;
724 }
725
726 otmp = find_marked_object (op);
727
728 if (!otmp)
729 {
730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
731 return 0;
732 }
733
734 if (otmp->type != WEAPON && otmp->type != BOW)
735 {
736 op->failmsg ("Marked item is not a weapon or bow!");
737 return 0;
738 }
739
740 op->statusmsg ("Applied weapon builder.");
741
742 improve_weapon (op, tmp, otmp);
743 esrv_send_item (op, otmp);
744 return 1;
745 }
746
747 /**
748 * This code deals with the armour improvment scrolls.
749 * Change limits on improvement - let players go up to
750 * +5 no matter what level, but they are limited by item
751 * power.
752 * Try to use same improvement code as in the common/treasure.c
753 * file, so that if you make a +2 full helm, it will be just
754 * the same as one you find in a shop.
755 *
756 * deprecated comment:
757 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
758 * only 'enchantment' of armour is possible - improving
759 * the stats of a player w/ armour as well as a weapon
760 * will probably horribly unbalance the game. Magic enchanting
761 * depends on the level of the character - ie the plus
762 * value (magic) of the armour can never be increased beyond
763 * the level of the character / 10 -- rounding upish, nor may
764 * the armour value of the piece of equipment exceed either
765 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now.
768 */
769 int
770 improve_armour (object *op, object *improver, object *armour)
771 {
772 object *tmp;
773
774 if (armour->magic >= settings.armor_max_enchant)
775 {
776 op->failmsg ("This armour can not be enchanted any further!");
777 return 0;
778 }
779
780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
781 * etc), so take the easy way out and don't worry about it.
782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
783 * of gnarg and what not?)
784 */
785 if (armour->title)
786 {
787 op->failmsg ("This armour will not accept further enchantment.");
788 return 0;
789 }
790
791 /* Split objects if needed. Can't insert tmp until the
792 * end of this function - otherwise it will just re-merge.
793 */
794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
795
796 armour->magic++;
797
798 if (!settings.armor_speed_linear)
799 {
800 int base = 100;
801 int pow = 0;
802
803 while (pow < armour->magic)
804 {
805 base = base - (base * settings.armor_speed_improvement) / 100;
806 pow++;
807 }
808
809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
810 }
811 else
812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
813
814 if (!settings.armor_weight_linear)
815 {
816 int base = 100;
817 int pow = 0;
818
819 while (pow < armour->magic)
820 {
821 base = base - (base * settings.armor_weight_reduction) / 100;
822 pow++;
823 }
824
825 armour->weight = (armour->arch->weight * base) / 100;
826 }
827 else
828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
829
830 if (armour->weight <= 0)
831 {
832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
833 armour->weight = 1;
834 }
835
836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
837
838 if (op->type == PLAYER)
839 {
840 esrv_send_item (op, armour);
841
842 if (QUERY_FLAG (armour, FLAG_APPLIED))
843 op->update_stats ();
844 }
845
846 improver->decrease ();
847
848 if (tmp)
849 op->insert (tmp);
850
851 return 1;
852 }
853
854 /*
855 * convert_item() returns 1 if anything was converted, 0 if the item was not
856 * what the converter wants, -1 if the converter is broken.
857 *
858 * Takes one type of items and makes another.
859 * converter is the object that is doing the conversion.
860 * item is the object that triggered the converter - if it is not
861 * what the converter wants, this will not do anything.
862 */
863 int
864 convert_item (object *item, object *converter)
865 {
866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
875
876 /* We make some assumptions - we assume if it takes money as it type,
877 * it wants some amount. We don't make change (ie, if something costs
878 * 3 gp and player drops a platinum, tough luck)
879 */
880 if (conv_from == shstr_money)
881 {
882 if (item->type != MONEY)
883 return 0;
884
885 nr = sint64 (item->nrof) * item->value / need;
886 if (!nr)
887 return 0;
888
889 converter->play_sound (sound_find ("shop_buy"));
890
891 sint64 cost = (nr * need + item->value - 1) / item->value;
892
893 item->decrease (cost);
894
895 price_in = cost * item->value;
896 }
897 else
898 {
899 if (item->type == PLAYER
900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
902 return 0;
903
904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
907 {
908 nr = sint64 (item->nrof) / need;
909 item->decrease (nr * need);
910 price_in = nr * need * item->value;
911 }
912 else
913 {
914 price_in = item->value;
915 item->destroy ();
916 }
917 }
918
919 if (converter->inv)
920 {
921 object *ob;
922 int i;
923 object *ob_to_copy;
924
925 /* select random object from inventory to copy */
926 ob_to_copy = converter->inv;
927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
928 if (rndm (0, i) == 0)
929 ob_to_copy = ob;
930
931 item = ob_to_copy->deep_clone ();
932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
934 }
935 else
936 {
937 if (!conv_to)
938 {
939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
940 &converter->name, &converter->map->path, converter->x, converter->y);
941 return -1;
942 }
943
944 item = object_create_arch (conv_to);
945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
946 }
947
948 if (give)
949 item->nrof = give;
950
951 if (nr)
952 item->nrof *= nr;
953
954 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
965 else if (price_in < sint64 (item->nrof) * item->value)
966 {
967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
969 /**
970 * elmex: we are going to let the game continue, as the mapcreator
971 * hopefully had something in mind when doing this.
972 */
973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
981 return 1;
982 }
983
984 /**
985 * Handle apply on containers.
986 * By Eneq(@csd.uu.se).
987 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
988 * added the alchemical cauldron to the code -b.t.
989 */
990 int
991 apply_container (object *op, object *sack)
992 {
993 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */
995
996 if (!sack || sack->type != CONTAINER)
997 {
998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
999 return 0;
1000 }
1001
1002 op->contr->last_used = 0;
1003
1004 if (sack->env && sack->env != op)
1005 {
1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1007 return 1;
1008 }
1009
1010 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED])
1012 {
1013 if (op->container == sack)
1014 {
1015 // open on ground or inv, so close
1016 op->close_container ();
1017 return 1;
1018 }
1019 else if (!sack->env)
1020 {
1021 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1023 return 1;
1024 }
1025
1026 // fall through to opening it (active in inv)
1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1031 op->close_container ();
1032 sack->flag [FLAG_APPLIED] = 1;
1033 esrv_update_item (UPD_FLAGS, op, sack);
1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1035 return 1;
1036 }
1037
1038 // it's locked?
1039 if (sack->slaying)
1040 {
1041 if (object *tmp = find_key (op, op, sack))
1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1043 else
1044 {
1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1046 return 1;
1047 }
1048 }
1049
1050 op->open_container (sack);
1051
1052 return 1;
1053 }
1054
1055 /**
1056 * Handles dropping things on altar.
1057 * Returns true if sacrifice was accepted.
1058 */
1059 static int
1060 apply_altar (object *altar, object *sacrifice, object *originator)
1061 {
1062 /* Only players can make sacrifices on spell casting altars. */
1063 if (altar->inv && (!originator || originator->type != PLAYER))
1064 return 0;
1065
1066 if (operate_altar (altar, &sacrifice, originator))
1067 {
1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1069 * with an altar. We call it a Potion - altars are stationary - it
1070 * is up to map designers to use them properly.
1071 */
1072 if (altar->inv && altar->inv->type == SPELL)
1073 {
1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1076 /* If it is connected, push the button. Fixes some problems with
1077 * old maps.
1078 */
1079
1080 /* push_button (altar);*/
1081 }
1082 else
1083 {
1084 altar->value = 1; /* works only once */
1085 push_button (altar, originator);
1086 }
1087
1088 return !sacrifice;
1089 }
1090 else
1091 return 0;
1092 }
1093
1094 /**
1095 * Handles 'movement' of shop mats.
1096 * Returns 1 if 'op' was destroyed, 0 if not.
1097 * Largely re-written to not use nearly as many gotos, plus
1098 * some of this code just looked plain out of date.
1099 * MSW 2001-08-29
1100 */
1101 int
1102 apply_shop_mat (object *shop_mat, object *op)
1103 {
1104 int rv = 0;
1105 double opinion;
1106 object *tmp, *next;
1107
1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1109
1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1122 {
1123 /* Remove all the unpaid objects that may be carried here.
1124 * This could be pets or monsters that are somehow in
1125 * the shop.
1126 */
1127 for (tmp = op->inv; tmp; tmp = next)
1128 {
1129 next = tmp->below;
1130
1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1132 {
1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1134
1135 if (i >= 0)
1136 tmp->move (i);
1137 }
1138 }
1139
1140 /* Don't teleport things like spell effects */
1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1142 return 0;
1143
1144 /* unpaid objects, or non living objects, can't transfer by
1145 * shop mats. Instead, put it on a nearby space.
1146 */
1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1148 {
1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1151
1152 if (i != -1)
1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1154
1155 return 0;
1156 }
1157
1158 /* Removed code that checked for multipart objects - it appears that
1159 * the teleport function should be able to handle this just fine.
1160 */
1161 rv = teleport (shop_mat, SHOP_MAT, op);
1162 }
1163 else if (can_pay (op) && get_payment (op))
1164 {
1165 /* this is only used for players */
1166 rv = teleport (shop_mat, SHOP_MAT, op);
1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1175 if (shop_mat->msg)
1176 op->statusmsg (shop_mat->msg);
1177 /* This check below is a bit simplistic - generally it should be correct,
1178 * but there is never a guarantee that the bottom space on the map is
1179 * actually the shop floor.
1180 */
1181 else if (!rv && !is_in_shop (op))
1182 {
1183 opinion = shopkeeper_approval (op->map, op);
1184
1185 op->statusmsg (
1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1189 : "The shopkeeper glares at you with contempt."
1190 );
1191 }
1192 }
1193 else
1194 {
1195 /* if we get here, a player tried to leave a shop but was not able
1196 * to afford the items he has. We try to move the player so that
1197 * they are not on the mat anymore
1198 */
1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1200
1201 if (i == -1)
1202 LOG (llevError, "Internal shop-mat problem.\n");
1203 else
1204 {
1205 op->remove ();
1206 op->x += freearr_x[i];
1207 op->y += freearr_y[i];
1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1209 }
1210 }
1211
1212 CLEAR_FLAG (op, FLAG_NO_APPLY);
1213 return rv;
1214 }
1215
1216 /**
1217 * Handles applying a sign.
1218 */
1219 static void
1220 apply_sign (object *op, object *sign, int autoapply)
1221 {
1222 if (!op->is_player())
1223 return;
1224
1225 if (sign->has_dialogue ())
1226 {
1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1228 return;
1229 }
1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1240 if (sign->stats.food)
1241 {
1242 if (sign->last_eat >= sign->stats.food)
1243 {
1244 if (!sign->move_on)
1245 op->failmsg ("You cannot read it anymore.");
1246
1247 return;
1248 }
1249
1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1251 sign->last_eat++;
1252 }
1253
1254 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1255 * No way to know for sure. The presumption is basically that if
1256 * move_on is zero, it needs to be manually applied (doesn't talk
1257 * to us).
1258 */
1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1260 {
1261 op->failmsg ("You are unable to read while blind!");
1262 return;
1263 }
1264
1265 if (op->contr)
1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275 }
1276
1277 static void
1278 move_apply_hole (object *trap, object *victim)
1279 {
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1307 }
1308
1309 /**
1310 * 'victim' moves onto 'trap'
1311 * 'victim' leaves 'trap'
1312 * effect is determined by move_on/move_off of trap and move_type of victime.
1313 *
1314 * originator: Player, monster or other object that caused 'victim' to move
1315 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1316 * However, some types of traps require an originator to function.
1317 */
1318 void
1319 move_apply (object *trap, object *victim, object *originator)
1320 {
1321 static int recursion_depth = 0;
1322
1323 /* Only exits affect DMs. */
1324 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1325 return;
1326
1327 /* move_apply() is the most likely candidate for causing unwanted and
1328 * possibly unlimited recursion.
1329 */
1330 /* The following was changed because it was causing perfeclty correct
1331 * maps to fail. 1) it's not an error to recurse:
1332 * rune detonates, summoning monster. monster lands on nearby rune.
1333 * nearby rune detonates. This sort of recursion is expected and
1334 * proper. This code was causing needless crashes.
1335 */
1336 if (recursion_depth >= 500)
1337 {
1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1340 return;
1341 }
1342
1343 recursion_depth++;
1344 if (trap->head)
1345 trap = trap->head;
1346
1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1348 switch (trap->type)
1349 {
1350 case PLAYERMOVER:
1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1422 if (!trap->value)
1423 {
1424 int tot;
1425
1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1441 */
1442 ab_next = ab->above;
1443
1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 {
1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1455 }
1456 break;
1457 }
1458
1459 case CONVERTER:
1460 if (convert_item (victim, trap) < 0)
1461 {
1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1464 }
1465
1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1489 /* Basically, don't show exits leading to random maps the
1490 * players output.
1491 */
1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1494
1495 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap);
1497 }
1498 break;
1499
1500 case ENCOUNTER:
1501 /* may be some leftovers on this */
1502 break;
1503
1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim);
1506 break;
1507
1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator);
1511 break;
1512
1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 break; /* monsters musn't apply magic_mouths with counters */
1516
1517 apply_sign (victim, trap, 1);
1518 break;
1519
1520 case CONTAINER:
1521 apply_container (victim, trap);
1522 break;
1523
1524 case RUNE:
1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 spring_trap (trap, victim);
1528 break;
1529
1530 default:
1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1533 break;
1534 }
1535
1536 recursion_depth--;
1537 }
1538
1539 /**
1540 * Handles reading a regular (ie not containing a spell) book.
1541 */
1542 static void
1543 apply_book (object *op, object *tmp)
1544 {
1545 int lev_diff;
1546 object *skill_ob;
1547
1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1549 {
1550 op->failmsg ("You are unable to read while blind!");
1551 return;
1552 }
1553
1554 if (!tmp->msg)
1555 {
1556 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1557 return;
1558 }
1559
1560 /* need a literacy skill to read stuff! */
1561 skill_ob = find_skill_by_name (op, tmp->skill);
1562 if (!skill_ob)
1563 {
1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1565 return;
1566 }
1567
1568 lev_diff = tmp->level - (skill_ob->level + 5);
1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1570 {
1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension.");
1577 return;
1578 }
1579
1580 readable_message_type *msgType = get_readable_message_type (tmp);
1581
1582 if (player *pl = op->contr)
1583 if (client *ns = pl->ns)
1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1585
1586 /* gain xp from reading */
1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1588 { /* only if not read before */
1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1590
1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1592 {
1593 /*exp_gain *= 2; because they just identified it too */
1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1595
1596 if (object *pl = tmp->visible_to ())
1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603 }
1604
1605 /**
1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object
1608 */
1609 static void
1610 apply_skillscroll (object *op, object *tmp)
1611 {
1612 switch (learn_skill (op, tmp))
1613 {
1614 case 0:
1615 op->play_sound (sound_find ("generic_fail"));
1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 break;
1618
1619 case 1:
1620 tmp->decrease ();
1621 op->play_sound (sound_find ("skill_learn"));
1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1623 break;
1624
1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1629 break;
1630 }
1631 }
1632
1633 /**
1634 * Actually makes op learn spell.
1635 * Informs player of what happens.
1636 */
1637 void
1638 do_learn_spell (object *op, object *spell, int special_prayer)
1639 {
1640 object *tmp;
1641
1642 if (op->type != PLAYER)
1643 {
1644 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1645 return;
1646 }
1647
1648 /* Upgrade special prayers to normal prayers */
1649 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1650 {
1651 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1652 {
1653 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1654 return;
1655 }
1656 return;
1657 }
1658
1659 op->contr->play_sound (sound_find ("learn_spell"));
1660
1661 tmp = spell->clone ();
1662 insert_ob_in_ob (tmp, op);
1663
1664 if (special_prayer)
1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1666
1667 esrv_add_spells (op->contr, tmp);
1668 }
1669
1670 /**
1671 * Erases spell from player's inventory.
1672 */
1673 void
1674 do_forget_spell (object *op, const char *spell)
1675 {
1676 object *spob;
1677
1678 if (op->type != PLAYER)
1679 {
1680 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1681 return;
1682 }
1683 if ((spob = check_spell_known (op, spell)) == NULL)
1684 {
1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1686 return;
1687 }
1688
1689 op->failmsg (format ("You lose knowledge of %s.", spell));
1690 player_unready_range_ob (op->contr, spob);
1691 esrv_remove_spell (op->contr, spob);
1692 spob->destroy ();
1693 }
1694
1695 /**
1696 * Handles player applying a spellbook.
1697 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1698 * stuff like that. Random learning failure too.
1699 */
1700 static void
1701 apply_spellbook (object *op, object *tmp)
1702 {
1703 object *skop, *spell, *spell_skill;
1704
1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1706 {
1707 op->failmsg ("You are unable to read while blind.");
1708 return;
1709 }
1710
1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1712 * instead of having their spell stored in stats.sp. These are
1713 * legacy spellbooks
1714 */
1715 if (tmp->slaying)
1716 {
1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1718 if (!spell)
1719 {
1720 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1721 return;
1722 }
1723 else
1724 insert_ob_in_ob (spell, tmp);
1725
1726 tmp->slaying = 0;
1727 }
1728
1729 skop = find_skill_by_name (op, tmp->skill);
1730
1731 /* need a literacy skill to learn spells. Also, having a literacy level
1732 * lower than the spell will make learning the spell more difficult */
1733 if (!skop)
1734 {
1735 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1736 return;
1737 }
1738
1739 spell = tmp->inv;
1740
1741 if (!spell)
1742 {
1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1745 return;
1746 }
1747
1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1750 {
1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1753 return;
1754 }
1755
1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1757
1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1759 identify (tmp);
1760
1761 /* I removed the check for special_prayer_mark here - it didn't make
1762 * a lot of sense - special prayers are not found in spellbooks, and
1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1764 * they would have a special prayer mark.
1765 */
1766 if (check_spell_known (op, spell->name))
1767 {
1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1769 return;
1770 }
1771
1772 if (spell->skill)
1773 {
1774 spell_skill = find_skill_by_name (op, spell->skill);
1775
1776 if (!spell_skill)
1777 {
1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1779 return;
1780 }
1781
1782 if (spell_skill->level < spell->level)
1783 {
1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1785 return;
1786 }
1787 }
1788
1789 /* Logic as follows
1790 *
1791 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1792 *
1793 * 2- The learner's skill level in literacy adjusts the chance to learn
1794 * a spell.
1795 *
1796 * 3 -Automatically fail to learn if you read while confused
1797 *
1798 * Overall, chances are the same but a player will find having a high
1799 * literacy rate very useful! -b.t.
1800 */
1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1802 {
1803 op->failmsg ("In your confused state you flub the wording of the text!");
1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1805 }
1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1808 {
1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1810 do_learn_spell (op, spell, 0);
1811
1812 /* xp gain to literacy for spell learning */
1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1815 }
1816 else
1817 {
1818 op->contr->play_sound (sound_find ("fumble_spell"));
1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1820 }
1821
1822 tmp->decrease ();
1823 }
1824
1825 /**
1826 * Handles applying a spell scroll.
1827 */
1828 void
1829 apply_scroll (object *op, object *tmp, int dir)
1830 {
1831 object *skop;
1832
1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1834 {
1835 op->failmsg ("You are unable to read while blind.");
1836 return;
1837 }
1838
1839 if (!tmp->inv || tmp->inv->type != SPELL)
1840 {
1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1842 return;
1843 }
1844
1845 if (op->type == PLAYER)
1846 {
1847 /* players need a literacy skill to read stuff! */
1848 int exp_gain = 0;
1849
1850 /* hard code literacy - tmp->skill points to where the exp
1851 * should go for anything killed by the spell.
1852 */
1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1854
1855 if (!skop)
1856 {
1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1858 return;
1859 }
1860
1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1862 change_exp (op, exp_gain, skop->skill, 0);
1863 }
1864
1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1866 identify (tmp);
1867
1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 tmp->decrease ();
1872 }
1873
1874 /**
1875 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure
1877 * chest.
1878 */
1879 static void
1880 apply_treasure (object *op, object *tmp)
1881 {
1882 /* Nice side effect of this treasure creation method is that the treasure
1883 * for the chest is done when the chest is created, and put into the chest
1884 * inventory. So that when the chest burns up, the items still exist. Also
1885 * prevents people from moving chests to more difficult maps to get better
1886 * treasure
1887 */
1888 object *treas = tmp->inv;
1889
1890 if (!treas)
1891 {
1892 op->statusmsg ("The chest was empty.");
1893 tmp->decrease ();
1894 return;
1895 }
1896
1897 while (tmp->inv)
1898 {
1899 treas = tmp->inv;
1900 treas->remove ();
1901
1902 treas->x = op->x;
1903 treas->y = op->y;
1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1905
1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1907 spring_trap (treas, op);
1908
1909 /* If either player or container was destroyed, no need to do
1910 * further processing. I think this should be enclused with
1911 * spring trap above, as I don't think there is otherwise
1912 * any way for the treasure chest or player to get killed.
1913 */
1914 if (op->destroyed () || tmp->destroyed ())
1915 break;
1916 }
1917
1918 if (!tmp->destroyed () && !tmp->inv)
1919 tmp->decrease (true);
1920 }
1921
1922 /**
1923 * op eats food.
1924 * If player, takes care of messages and dragon special food.
1925 */
1926 static void
1927 apply_food (object *op, object *tmp)
1928 {
1929 int capacity_remaining;
1930
1931 if (op->type != PLAYER)
1932 op->stats.hp = op->stats.maxhp;
1933 else
1934 {
1935 /* check if this is a dragon (player), eating some flesh */
1936 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1937 ;
1938 else
1939 {
1940 /* usual case - no dragon meal: */
1941 if (op->stats.food + tmp->stats.food > 999)
1942 {
1943 if (tmp->type == FOOD || tmp->type == FLESH)
1944 op->failmsg ("You feel full, but what a waste of food!");
1945 else
1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 const char *buf;
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 /* eating message for dragon players */
1971 buf = format ("The %s tasted terrible!", &tmp->name);
1972
1973 op->statusmsg (buf);
1974
1975 capacity_remaining = 999 - op->stats.food;
1976 op->stats.food += tmp->stats.food;
1977 if (capacity_remaining < tmp->stats.food)
1978 op->stats.hp += capacity_remaining / 50;
1979 else
1980 op->stats.hp += tmp->stats.food / 50;
1981
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993
1994 handle_apply_yield (tmp);
1995 tmp->decrease ();
1996 }
1997
1998 /**
1999 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved.
2001 *
2002 * attributes:
2003 * object *op the object (dragon player) eating the flesh
2004 * object *meal the flesh item, getting chewed in dragon's mouth
2005 * return:
2006 * int 1 if eating successful, 0 if it doesn't work
2007 */
2008 int
2009 dragon_eat_flesh (object *op, object *meal)
2010 {
2011 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */
2014
2015 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */
2021 int i; /* index */
2022
2023 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0;
2026
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */
2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE)
2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp;
2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp;
2035
2036 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL)
2039 return 0;
2040
2041 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50;
2044 else
2045 op->stats.hp += meal->stats.food / 50;
2046
2047 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053
2054 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2059 /* got positive resistance, now calculate improvement chance (0-100) */
2060
2061 /* this bonus makes resistance increase easier at lower levels */
2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063 if (i == abil->stats.exp)
2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2065
2066 /* monster bonus increases with level, because high-level
2067 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level);
2069
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i];
2072
2073 if (chance >= 0.)
2074 chance += 1.;
2075 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077
2078 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080
2081 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.);
2084
2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2088 atnr_winner[winners] = i;
2089 winners++;
2090 }
2091
2092 if (chance >= 0.01)
2093 totalchance *= 1 - chance / 100;
2094
2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096 }
2097 }
2098
2099 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100;
2101
2102 /* print message according to totalchance */
2103 const char *buf;
2104 if (totalchance > 50.)
2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.)
2107 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.)
2109 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1)
2111 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01)
2113 buf = format ("The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 buf = format ("The %s tasted strange.", &meal->name);
2116 else
2117 buf = format ("The %s had no taste.", &meal->name);
2118
2119 op->statusmsg (buf);
2120
2121 /* now choose a winner if we have any */
2122 i = -1;
2123 if (winners > 0)
2124 i = atnr_winner [rndm (winners)];
2125
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2128 /* resistance increased! */
2129 skin->resist[i]++;
2130 op->update_stats ();
2131
2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 }
2134
2135 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */
2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140
2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2147 ));
2148 else
2149 {
2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2151 abil->last_eat = 0;
2152 }
2153 }
2154
2155 return 1;
2156 }
2157
2158 /**
2159 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour.
2161 */
2162 static void
2163 apply_armour_improver (object *op, object *tmp)
2164 {
2165 object *armor;
2166
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 {
2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 return;
2171 }
2172
2173 armor = find_marked_object (op);
2174
2175 if (!armor)
2176 {
2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return;
2179 }
2180
2181 if (armor->type != ARMOUR
2182 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 {
2185 op->failmsg ("Your marked item is not armour!\n");
2186 return;
2187 }
2188
2189 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor);
2191 }
2192
2193 void
2194 apply_poison (object *op, object *tmp)
2195 {
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2201 if (op->type == PLAYER)
2202 {
2203 op->contr->play_sound (sound_find ("drink_poison"));
2204 op->failmsg ("Yech! That tasted poisonous!");
2205 op->contr->killer = poison;
2206 }
2207
2208 if (poison->stats.hp > 0)
2209 {
2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2212 }
2213
2214 op->stats.food -= op->stats.food / 4;
2215 poison->destroy ();
2216 }
2217
2218 /**
2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2220 * A valid 2 way exit means:
2221 * -You can come back (there is another exit at the other side)
2222 * -You are
2223 * ° the owner of the exit
2224 * ° or in the same party as the owner
2225 *
2226 * Note: a owner in a 2 way exit is saved as the owner's name
2227 * in the field exit->name cause the field exit->owner doesn't
2228 * survive in the swapping (in fact the whole exit doesn't survive).
2229 */
2230 int
2231 is_legal_2ways_exit (object *op, object *exit)
2232 {
2233 if (exit->stats.exp != 1)
2234 return 1; /*This is not a 2 way, so it is legal */
2235
2236 #if 0 //TODO
2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2238 return 0; /* This is a reset town portal */
2239 #endif
2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2244
2245 if (exitmap)
2246 {
2247 exitmap->load_sync ();
2248
2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2251 if (!tmp)
2252 return 0;
2253
2254 for (; tmp; tmp = tmp->above)
2255 {
2256 if (tmp->type != EXIT)
2257 continue; /*Not an exit */
2258
2259 if (!EXIT_PATH (tmp))
2260 continue; /*Not a valid exit */
2261
2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2263 continue; /*Not in the same place */
2264
2265 if (exit->map->path != EXIT_PATH (tmp))
2266 continue; /*Not in the same map */
2267
2268 /* From here we have found the exit is valid. However we do
2269 * here the check of the exit owner. It is important for the
2270 * town portals to prevent strangers from visiting your appartments
2271 */
2272 if (!exit->race)
2273 return 1; /*No owner, free for all! */
2274
2275 object *exit_owner = 0;
2276
2277 for_all_players (pp)
2278 {
2279 if (!pp->ob)
2280 continue;
2281
2282 if (pp->ob->name != exit->race)
2283 continue;
2284
2285 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2286 break;
2287 }
2288
2289 if (!exit_owner)
2290 return 0; /* No more owner */
2291
2292 if (exit_owner->contr == op->contr)
2293 return 1; /*It is your exit */
2294
2295 if (exit_owner && /*There is a owner */
2296 (op->contr) && /*A player tries to pass */
2297 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2298 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2299 return 0;
2300
2301 return 1;
2302 }
2303 }
2304
2305 return 0;
2306 }
2307
2308 /**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317 static object *
2318 auto_apply_lighter (object *who, object *op, object *lighter)
2319 {
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359 }
2360
2361 /**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366 void
2367 apply_lighter (object *who, object *lighter)
2368 {
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398 }
2399
2400 /**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403 void player_apply_lamp_cursed_effect (object *who, object *op)
2404 {
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420 }
2421
2422 /**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428 void player_apply_lamp (object *who, object *op)
2429 {
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495 }
2496
2497 void get_animation_from_arch (object *op, arch_ptr a)
2498 {
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514 }
2515
2516 /**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522 void apply_lamp (object *op, bool switch_on)
2523 {
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551 }
2552
2553 /**
2554 * Main apply handler.
2555 *
2556 * Checks for unpaid items before applying.
2557 *
2558 * Return value:
2559 * 0: player or monster can't apply objects of that type
2560 * 1: has been applied, or there was an error applying the object
2561 * 2: objects of that type can't be applied if not in inventory
2562 *
2563 * who is the object that is causing object to be applied, op is the object
2564 * being applied.
2565 *
2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2567 * them in this function - they are passed to apply_special
2568 */
2569 int
2570 manual_apply (object *who, object *op, int aflag)
2571 {
2572 op = op->head_ ();
2573
2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2575 {
2576 if (who->type == PLAYER)
2577 {
2578 examine (who, op);
2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2580 return 1;
2581 }
2582 else
2583 return 0; /* monsters just skip unpaid items */
2584 }
2585
2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2587 return RESULT_INT (0);
2588
2589 switch (op->type)
2590 {
2591 case T_HANDLE:
2592 who->play_sound (sound_find ("turn_handle"));
2593 who->statusmsg ("You turn the handle.");
2594 op->value = op->value ? 0 : 1;
2595 SET_ANIMATION (op, op->value);
2596 update_object (op, UP_OBJ_FACE);
2597 push_button (op, who);
2598 return 1;
2599
2600 case TRIGGER:
2601 if (check_trigger (op, who, who))
2602 {
2603 who->statusmsg ("You turn the handle.");
2604 who->play_sound (sound_find ("turn_handle"));
2605 }
2606 else
2607 who->failmsg ("The handle doesn't move.");
2608
2609 return 1;
2610
2611 case EXIT:
2612 if (who->type != PLAYER)
2613 return 0;
2614
2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2617 else
2618 {
2619 /* Don't display messages for random maps. */
2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2621 who->statusmsg (op->msg, NDI_NAVY);
2622
2623 who->enter_exit (op);
2624 }
2625
2626 return 1;
2627
2628 case INSCRIBABLE:
2629 who->statusmsg (op->msg);
2630 // maybe show a spell menu to chose from or something like that
2631 return 1;
2632
2633 case SIGN:
2634 apply_sign (who, op, 0);
2635 return 1;
2636
2637 case BOOK:
2638 if (who->type == PLAYER)
2639 {
2640 apply_book (who, op);
2641 return 1;
2642 }
2643 else
2644 return 0;
2645
2646 case SKILLSCROLL:
2647 if (who->type == PLAYER)
2648 {
2649 apply_skillscroll (who, op);
2650 return 1;
2651 }
2652 else
2653 return 0;
2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2657 {
2658 apply_spellbook (who, op);
2659 return 1;
2660 }
2661 else
2662 return 0;
2663
2664 case SCROLL:
2665 apply_scroll (who, op, 0);
2666 return 1;
2667
2668 case POTION:
2669 apply_potion (who, op);
2670 return 1;
2671
2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2673 //TODO: remove, as it is unsed?
2674 case CLOSE_CON:
2675 apply_container (who, op->env);
2676 return 1;
2677
2678 case CONTAINER:
2679 apply_container (who, op);
2680 return 1;
2681
2682 case TREASURE:
2683 if (who->type == PLAYER)
2684 {
2685 apply_treasure (who, op);
2686 return 1;
2687 }
2688 else
2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2695
2696 case WEAPON:
2697 case ARMOUR:
2698 case BOOTS:
2699 case GLOVES:
2700 case AMULET:
2701 case GIRDLE:
2702 case BRACERS:
2703 case SHIELD:
2704 case HELMET:
2705 case RING:
2706 case CLOAK:
2707 case WAND:
2708 case ROD:
2709 case HORN:
2710 case SKILL:
2711 case BOW:
2712 case BUILDER:
2713 case SKILL_TOOL:
2714 if (op->env != who)
2715 return 2; /* not in inventory */
2716
2717 apply_special (who, op, aflag);
2718 return 1;
2719
2720 case DRINK:
2721 case FOOD:
2722 case FLESH:
2723 apply_food (who, op);
2724 return 1;
2725
2726 case POISON:
2727 apply_poison (who, op);
2728 return 1;
2729
2730 case SAVEBED:
2731 return 1;
2732
2733 case ARMOUR_IMPROVER:
2734 if (who->type == PLAYER)
2735 {
2736 apply_armour_improver (who, op);
2737 return 1;
2738 }
2739 else
2740 return 0;
2741
2742 case WEAPON_IMPROVER:
2743 check_improve_weapon (who, op);
2744 return 1;
2745
2746 case CLOCK:
2747 if (who->type == PLAYER)
2748 {
2749 char buf[MAX_BUF];
2750 timeofday_t tod;
2751
2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2755 "It is %d minute%s past %d o'clock %s",
2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2758 ));
2759 return 1;
2760 }
2761 else
2762 return 0;
2763
2764 case MENU:
2765 if (who->type == PLAYER)
2766 {
2767 shop_listing (op, who);
2768 return 1;
2769 }
2770 else
2771 return 0;
2772
2773 case POWER_CRYSTAL:
2774 apply_power_crystal (who, op); /* see egoitem.c */
2775 return 1;
2776
2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2778 if (who->type == PLAYER)
2779 {
2780 apply_lighter (who, op);
2781 return 1;
2782 }
2783 else
2784 return 0;
2785
2786 case ITEM_TRANSFORMER:
2787 apply_item_transformer (who, op);
2788 return 1;
2789
2790 default:
2791 return 0;
2792 }
2793 }
2794
2795 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2796 * messages as needed by player_apply_below(). But there can still be
2797 * "but you are floating high above the ground" messages.
2798 *
2799 * Same return value as apply() function.
2800 */
2801 int
2802 player_apply (object *pl, object *op, int aflag, int quiet)
2803 {
2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2805 {
2806 /* player is flying and applying object not in inventory */
2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2808 {
2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2812 return 0;
2813 }
2814 }
2815
2816 pl->contr->last_used = op;
2817
2818 int tmp = manual_apply (pl, op, aflag);
2819
2820 if (!quiet)
2821 {
2822 if (tmp == 0)
2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2824 else if (tmp == 2)
2825 pl->failmsg ("You must get it first!\n");
2826 }
2827
2828 return tmp;
2829 }
2830
2831 /**
2832 * player_apply_below attempts to apply the object 'below' the player.
2833 * If the player has an open container, we use that for below, otherwise
2834 * we use the ground.
2835 */
2836 void
2837 player_apply_below (object *pl)
2838 {
2839 int floors = 0;
2840
2841 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map.
2843 * This is perhaps more complicated. However, I want to make sure that
2844 * we don't use a corrupt pointer for the next object, so we get the
2845 * next object in the stack before applying. This is can only be a
2846 * problem if player_apply() has a bug in that it uses the object but does
2847 * not return a proper value.
2848 */
2849 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2850 {
2851 next = tmp->below;
2852
2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2854 floors++;
2855 else if (floors > 0)
2856 return; /* process only floor objects after first floor object */
2857
2858 /* If it is visible, player can apply it. If it is applied by
2859 * person moving on it, also activate. Added code to make it
2860 * so that at least one of players movement types be that which
2861 * the item needs.
2862 */
2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2864 if (player_apply (pl, tmp, 0, 1) == 1)
2865 return;
2866
2867 if (floors >= 2)
2868 return; /* process at most two floor objects */
2869 }
2870 }
2871
2872 /**
2873 * Unapplies specified item.
2874 * No check done on cursed/damned.
2875 * Break this out of apply_special - this is just done
2876 * to keep the size of apply_special to a more managable size.
2877 */
2878 static int
2879 unapply_special (object *who, object *op, int aflags)
2880 {
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2883 return RESULT_INT (0);
2884
2885 CLEAR_FLAG (op, FLAG_APPLIED);
2886
2887 switch (op->type)
2888 {
2889 case SKILL_TOOL:
2890 // unapplying a skill tool should also unapply the skill it governs
2891 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2894 if (tmp->skill == op->skill
2895 && tmp->type == SKILL
2896 && tmp->flag [FLAG_APPLIED]
2897 && !tmp->flag [FLAG_CAN_USE_SKILL])
2898 unapply_special (who, tmp, 0);
2899
2900 change_abil (who, op);
2901 break;
2902
2903 case WEAPON:
2904 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2906 {
2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2909 }
2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2913 change_abil (who, op);
2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2915 break;
2916
2917 case SKILL:
2918 if (who->contr)
2919 {
2920 if (IS_COMBAT_SKILL (op->subtype))
2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2924
2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2929 }
2930
2931 change_abil (who, op);
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break;
2934
2935 case ARMOUR:
2936 case HELMET:
2937 case SHIELD:
2938 case RING:
2939 case BOOTS:
2940 case GLOVES:
2941 case AMULET:
2942 case GIRDLE:
2943 case BRACERS:
2944 case CLOAK:
2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 change_abil (who, op);
2947 break;
2948
2949 case BOW:
2950 case WAND:
2951 case ROD:
2952 case HORN:
2953 if (player *pl = who->contr)
2954 {
2955 if (op == pl->ranged_ob)
2956 {
2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2960
2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2962 }
2963 else
2964 {
2965 who->change_skill (0);
2966
2967 if (op->type == BOW)
2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2969 else
2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2971 }
2972
2973 break;
2974
2975 case BUILDER:
2976 if (who->contr)
2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2978 break;
2979
2980 default:
2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2982 break;
2983 }
2984
2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2986 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op);
2988
2989 who->update_stats ();
2990
2991 return 0;
2992 }
2993
2994 /**
2995 * Returns the object that is using location 'loc'.
2996 * Note that 'start' is the first object to start examing - we
2997 * then go through the below of this. In this way, you can do
2998 * something like:
2999 * tmp = get_next_item_from_body_location(who->inv, 1);
3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3001 * to find the second object that may use this location, etc.
3002 * Returns NULL if no match is found.
3003 * loc is the index into the array we are looking for a match.
3004 * don't return invisible objects unless they are skill objects
3005 * invisible other objects that use
3006 * up body locations can be used as restrictions.
3007 */
3008 static object *
3009 get_next_item_from_body_location (int loc, object *start)
3010 {
3011 for (object *tmp = start; tmp; tmp = tmp->below)
3012 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info
3014 && (!tmp->invisible || tmp->type == SKILL))
3015 return tmp;
3016
3017 return 0;
3018 }
3019
3020 /**
3021 * 'op' wants to apply an object, but can't because of other equipment.
3022 * This should only be called when it is known
3023 * that there are objects to unapply. This makes pretty heavy
3024 * use of get_item_from_body_location. It makes no intelligent choice
3025 * on objects - rather, the first that is matched is used.
3026 * Returns 0 on success, returns 1 if there is some problem.
3027 * if aflags is AP_PRINT, we instead print out waht to unapply
3028 * instead of doing it. This is a lot less code than having
3029 * another function that does just that.
3030 */
3031
3032 #define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3034 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>"
3036
3037 int
3038 unapply_for_ob (object *who, object *op, int aflags)
3039 {
3040 if (op->is_range ())
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3043 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3044 {
3045 if (aflags & AP_PRINT)
3046 who->failmsg (query_name (tmp));
3047 else
3048 unapply_special (who, tmp, aflags);
3049 }
3050 else
3051 {
3052 /* In this case, we want to try and remove a cursed item.
3053 * While we know it won't work, we want unapply_special to
3054 * at least generate the message.
3055 */
3056 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3057 return 1;
3058 }
3059
3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3061 {
3062 /* this used up a slot that we need to free */
3063 if (op->slot[i].info)
3064 {
3065 object *last = who->inv;
3066
3067 /* We do a while loop - may need to remove several items in order
3068 * to free up enough slots.
3069 */
3070 while ((who->slot[i].used + op->slot[i].info) < 0)
3071 {
3072 object *tmp = get_next_item_from_body_location (i, last);
3073
3074 if (!tmp)
3075 {
3076 #if 0
3077 /* Not a bug - we'll get this if the player has cursed items
3078 * equipped.
3079 */
3080 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3081 #endif
3082 return 1;
3083 }
3084
3085 /* If we are just printing, we don't care about cursed status */
3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3087 {
3088 if (aflags & AP_PRINT)
3089 who->failmsg (query_name (tmp));
3090 else
3091 unapply_special (who, tmp, aflags);
3092 }
3093 else
3094 {
3095 /* Cursed item that we can't unequip - tell the player.
3096 * Note this could be annoying if this is just one of a few,
3097 * so it may not be critical (eg, putting on a ring and you have
3098 * one cursed ring.)
3099 */
3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3101 }
3102
3103 last = tmp->below;
3104 }
3105 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3106 * return in the !tmp would have kicked in.
3107 */
3108 } /* if op is using this body location */
3109 } /* for body lcoations */
3110
3111 return 0;
3112 }
3113
3114 /**
3115 * Checks to see if 'who' can apply object 'op'.
3116 * Returns 0 if apply can be done without anything special.
3117 * Otherwise returns a bitmask - potentially several of these may be
3118 * set, but largely depends on circumstance - in the future, processing
3119 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3120 * is set, do we really care what the other flags may be?)
3121 *
3122 * See include/define.h for detailed description of the meaning of
3123 * these return values.
3124 */
3125 int
3126 can_apply_object (object *who, object *op)
3127 {
3128 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3129 return RESULT_INT (0);
3130
3131 int retval = 0;
3132 object *tmp = 0, *ws = 0;
3133
3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3135 {
3136 if (op->slot[i].info)
3137 {
3138 /* Item uses more slots than we have */
3139 if (who->slot[i].info + op->slot [i].info < 0)
3140 {
3141 /* Could return now for efficiency - rest of info below isn't
3142 * really needed.
3143 */
3144 retval |= CAN_APPLY_NEVER;
3145 }
3146 else if (who->slot[i].used + op->slot[i].info < 0)
3147 {
3148 /* in this case, equipping this would use more free spots than
3149 * we have.
3150 */
3151
3152 /* if we have an applied weapon/shield, and unapply it would free
3153 * enough slots to equip the new item, then just set "can
3154 * apply unapply". We don't care about the logic below - if you have a
3155 * shield equipped and try to equip another shield, there is only
3156 * one choice. However, the check for the number of body locations
3157 * does take into the account cases where what is being applied
3158 * may be two handed for example.
3159 */
3160 if (ws)
3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3162 {
3163 retval |= CAN_APPLY_UNAPPLY;
3164 continue;
3165 }
3166
3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3168 if (!tmp1)
3169 {
3170 #if 0
3171 /* This is sort of an error, but happens a lot when old players
3172 * join in with more stuff equipped than they are now allowed.
3173 */
3174 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3175 #endif
3176 retval |= CAN_APPLY_NEVER;
3177 }
3178 else
3179 {
3180 /* need to unapply something. However, if this something
3181 * is different than we had found before, it means they need
3182 * to apply multiple objects
3183 */
3184 retval |= CAN_APPLY_UNAPPLY;
3185
3186 if (!tmp)
3187 tmp = tmp1;
3188 else if (tmp != tmp1)
3189 retval |= CAN_APPLY_UNAPPLY_MULT;
3190
3191 /* This object isn't using up all the slots, so there must
3192 * be another. If so, and it the new item doesn't need all
3193 * the slots, the player then has a choice.
3194 */
3195 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3196 && abs (op->slot[i].info) < who->slot[i].info)
3197 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3198
3199 /* Does unequippint 'tmp1' free up enough slots for this to be
3200 * equipped? If not, there must be something else to unapply.
3201 */
3202 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3203 retval |= CAN_APPLY_UNAPPLY_MULT;
3204 }
3205 } /* if not enough free slots */
3206 } /* if this object uses location i */
3207 } /* for i -> num_body_locations loop */
3208
3209 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3210 * really be controlled by use of body locations. We do have
3211 * the weapon/shield checks, and the range checks for monsters,
3212 * because you can't control those just by body location - bows, shields,
3213 * and weapons all use the same slot. Similar for horn/rod/wand - they
3214 * all use the same location.
3215 */
3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3217 retval |= CAN_APPLY_RESTRICTION;
3218
3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3220 retval |= CAN_APPLY_RESTRICTION;
3221
3222 if (who->type != PLAYER)
3223 {
3224 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3225 retval |= CAN_APPLY_RESTRICTION;
3226
3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3228 retval |= CAN_APPLY_RESTRICTION;
3229
3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3231 retval |= CAN_APPLY_RESTRICTION;
3232
3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3234 retval |= CAN_APPLY_RESTRICTION;
3235 }
3236
3237 return retval;
3238 }
3239
3240 /**
3241 * who is the object using the object. It can be a monster.
3242 * op is the object they are using. op is an equipment type item,
3243 * eg, one which you put on and keep on for a while, and not something
3244 * like a potion or scroll.
3245 *
3246 * function returns 1 if the action could not be completed, 0 on
3247 * success. However, success is a matter of meaning - if the
3248 * user passes the 'apply' flag to an object already applied,
3249 * nothing is done, and 0 is returned.
3250 *
3251 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3252 * AP_UNAPPLY=always unapply).
3253 *
3254 * Optional flags:
3255 * AP_NO_MERGE: don't merge an unapplied object with other objects
3256 * AP_IGNORE_CURSE: unapply cursed items
3257 * AP_NO_READY: do not ready skills when applying skill tools
3258 *
3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3260 *
3261 * apply_special() doesn't check for unpaid items.
3262 */
3263
3264 #define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3267 int
3268 apply_special (object *who, object *op, int aflags)
3269 {
3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3271 object *tmp, *tmp2, *skop = NULL;
3272
3273 if (who == NULL)
3274 {
3275 LOG (llevError, "apply_special() from object without environment.\n");
3276 return 1;
3277 }
3278
3279 if (op->env != who)
3280 return 1; /* op is not in inventory */
3281
3282 /* trying to unequip op */
3283 if (QUERY_FLAG (op, FLAG_APPLIED))
3284 {
3285 /* always apply, so no reason to unapply */
3286 if (basic_flag == AP_APPLY)
3287 return 0;
3288
3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3290 {
3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3292 return 1;
3293 }
3294
3295 return unapply_special (who, op, aflags);
3296 }
3297 else if (basic_flag == AP_UNAPPLY)
3298 return 0;
3299
3300 // if the item is combat/ranged, wield the relevant slot first
3301 // to resolve conflicts.
3302 if (player *pl = who->contr)
3303 switch (op->slottype ())
3304 {
3305 case slot_combat: who->change_weapon (pl->combat_ob); break;
3306 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3307 }
3308
3309 splay (op);
3310
3311 /* Can't just apply this object. Lets see what not and what to do */
3312 if (int i = can_apply_object (who, op))
3313 {
3314 if (i & CAN_APPLY_NEVER)
3315 {
3316 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3317 return 1;
3318 }
3319 else if (i & CAN_APPLY_RESTRICTION)
3320 {
3321 who->failmsg (format (
3322 "You have a prohibition against using a %s. "
3323 "H<Your belief, profession or class prevents you from applying this item.>",
3324 query_name (op)
3325 ));
3326 return 1;
3327 }
3328
3329 if (who->type != PLAYER)
3330 {
3331 /* Some error, so don't try to equip something more */
3332 if (unapply_for_ob (who, op, aflags))
3333 return 1;
3334 }
3335 else
3336 {
3337 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3338 {
3339 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3340 unapply_for_ob (who, op, AP_PRINT);
3341 return 1;
3342 }
3343 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3344 if (unapply_for_ob (who, op, aflags))
3345 return 1;
3346 }
3347 }
3348
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 {
3351 skop = find_skill_by_name (who, op->skill);
3352
3353 if (!skop)
3354 {
3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3356 return 1;
3357 }
3358 else
3359 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated
3361 */
3362 who->change_skill (skop);
3363 }
3364
3365 if (!check_item_power (who, op->item_power))
3366 {
3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3368 return 1;
3369 }
3370
3371 /* Ok. We are now at the state where we can apply the new object.
3372 * Note that we don't have the checks for can_use_...
3373 * below - that is already taken care of by can_apply_object.
3374 */
3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3376
3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3378 return RESULT_INT (0);
3379
3380 switch (op->type)
3381 {
3382 case WEAPON:
3383 //TODO: this obviously fails for players using a shorter prefix
3384 // i.e. "R" can use Ragnarok's sword.
3385 if (op->level && !op->name.starts_with (who->name))
3386 {
3387 /* if the weapon does not have the name as the character, can't use it. */
3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3390
3391 if (tmp)
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1;
3395 }
3396
3397 if (!skop)
3398 {
3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3400 return 1;
3401 }
3402
3403 SET_FLAG (op, FLAG_APPLIED);
3404 who->change_skill (skop);
3405
3406 if (who->contr)
3407 who->change_weapon (who->contr->combat_ob = op);
3408
3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3410
3411 SET_FLAG (who, FLAG_READY_WEAPON);
3412 change_abil (who, op);
3413 break;
3414
3415 case ARMOUR:
3416 case HELMET:
3417 case SHIELD:
3418 case BOOTS:
3419 case GLOVES:
3420 case GIRDLE:
3421 case BRACERS:
3422 case CLOAK:
3423 case RING:
3424 case AMULET:
3425 SET_FLAG (op, FLAG_APPLIED);
3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3427 change_abil (who, op);
3428 break;
3429
3430 case SKILL_TOOL:
3431 // applying a skill tool also readies the skill
3432 SET_FLAG (op, FLAG_APPLIED);
3433
3434 if (!(aflags & AP_NO_READY))
3435 {
3436 skop = find_skill_by_name (who, op->skill);
3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3439 }
3440 break;
3441
3442 case SKILL:
3443 if (player *pl = who->contr)
3444 {
3445 if (IS_COMBAT_SKILL (op->subtype))
3446 {
3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3448 {
3449 for (object *item = who->inv; item; item = item->below)
3450 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3451 {
3452 if (item->skill == op->skill)
3453 {
3454 who->change_weapon (pl->combat_ob = item);
3455 goto found_weapon;
3456 }
3457 }
3458
3459 who->failmsg (format (
3460 "You need to apply a '%s' melee weapon before readying this skill. "
3461 "H<Some skills need an item, in this case a melee weapon, to function.>",
3462 &op->skill
3463 ));
3464 return 1;
3465
3466 found_weapon:;
3467 }
3468 else
3469 who->change_weapon (pl->combat_ob = op);
3470 }
3471 else if (IS_RANGED_SKILL (op->subtype))
3472 {
3473 if (skill_flags [op->subtype] & SF_NEED_BOW)
3474 {
3475 for (object *item = who->inv; item; item = item->below)
3476 if (item->type == BOW && item->flag [FLAG_APPLIED])
3477 {
3478 //TODO: bows should/must all have skill missile weapon right now
3479 who->change_weapon (pl->ranged_ob = item);
3480 goto found_bow;
3481 }
3482
3483 who->failmsg (
3484 "You need to apply a missile weapon before readying this skill. "
3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3487 return 1;
3488
3489 found_bow:;
3490 }
3491 else
3492 who->change_weapon (pl->ranged_ob = op);
3493 }
3494
3495 if (!op->invisible)
3496 {
3497 who->statusmsg (format (
3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill
3502 ));
3503 }
3504 else
3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3506 }
3507 else
3508 {
3509 SET_FLAG (op, FLAG_APPLIED);
3510 change_abil (who, op);
3511 who->chosen_skill = op;
3512 SET_FLAG (who, FLAG_READY_SKILL);
3513 }
3514
3515 break;
3516
3517 case BOW:
3518 if (op->level && !op->name.starts_with (who->name))
3519 {
3520 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp)
3523 insert_ob_in_ob (tmp, who);
3524
3525 return 1;
3526 }
3527
3528 /*FALLTHROUGH*/
3529 case WAND:
3530 case ROD:
3531 case HORN:
3532 /* check for skill, alter player status */
3533
3534 if (!skop)
3535 {
3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3537 return 1;
3538 }
3539
3540 SET_FLAG (op, FLAG_APPLIED);
3541 who->change_skill (skop);
3542
3543 if (who->contr)
3544 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3548
3549 if (op->type == BOW)
3550 {
3551 who->current_weapon = op;
3552 change_abil (who, op);
3553 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3554 }
3555 }
3556 else
3557 {
3558 if (op->type == BOW)
3559 SET_FLAG (who, FLAG_READY_BOW);
3560 else
3561 SET_FLAG (who, FLAG_READY_RANGE);
3562 }
3563
3564 break;
3565
3566 case BUILDER:
3567 if (who->type == PLAYER)
3568 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3571 unapply_special (who, who->contr->ranged_ob, 0);
3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574
3575 who->contr->ranged_ob = op;
3576 }
3577 break;
3578
3579 default:
3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3581 }
3582
3583 SET_FLAG (op, FLAG_APPLIED);
3584
3585 if (tmp)
3586 who->insert (tmp);
3587
3588 who->update_stats ();
3589
3590 /* We exclude spell casting objects. The fire code will set the
3591 * been applied flag when they are used - until that point,
3592 * you don't know anything about them.
3593 */
3594 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3596
3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3598 if (who->type == PLAYER)
3599 {
3600 who->failmsg (
3601 "Oops, it feels deadly cold! "
3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 );
3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3605 }
3606
3607 if (object *pl = op->visible_to ())
3608 esrv_send_item (pl, op);
3609
3610 return 0;
3611 }
3612
3613 int
3614 monster_apply_special (object *who, object *op, int aflags)
3615 {
3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3617 return 1;
3618
3619 return apply_special (who, op, aflags);
3620 }
3621
3622 /**
3623 * Map was just loaded, handle op's initialisation.
3624 *
3625 * Generates shop floor's item, and treasures.
3626 */
3627 int
3628 auto_apply (object *op)
3629 {
3630 object *tmp = NULL, *tmp2;
3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3634
3635 switch (op->type)
3636 {
3637 case SHOP_FLOOR:
3638 if (!op->has_random_items ())
3639 return 0;
3640
3641 do
3642 {
3643 i = 10; /* let's give it 10 tries */
3644 while ((tmp = generate_treasure (op->randomitems,
3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3650 if (tmp == NULL)
3651 return 0;
3652
3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3654 {
3655 tmp->destroy ();
3656 tmp = NULL;
3657 }
3658 }
3659 while (!tmp);
3660
3661 tmp->x = op->x;
3662 tmp->y = op->y;
3663 SET_FLAG (tmp, FLAG_UNPAID);
3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3665 identify (tmp);
3666 break;
3667
3668 case TREASURE:
3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3670 return 0;
3671
3672 while (op->stats.hp-- > 0)
3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3674 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3675
3676 /* If we generated an object and put it in this object inventory,
3677 * move it to the parent object as the current object is about
3678 * to disappear. An example of this item is the random_* stuff
3679 * that is put inside other objects.
3680 */
3681 if (op->env)
3682 while (op->inv)
3683 op->env->insert (op->inv);
3684
3685 op->destroy ();
3686 break;
3687 }
3688
3689 return !!tmp;
3690 }
3691
3692 /**
3693 * fix_auto_apply goes through the entire map every time a map
3694 * is loaded or swapped in and performs special actions for
3695 * certain objects (most initialization of chests and creation of
3696 * treasures and stuff). Calls auto_apply if appropriate.
3697 */
3698 void
3699 maptile::fix_auto_apply ()
3700 {
3701 if (!spaces)
3702 return;
3703
3704 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for (object *tmp = ms->bot; tmp; )
3706 {
3707 object *above = tmp->above;
3708
3709 if (tmp->inv)
3710 {
3711 object *invtmp, *invnext;
3712
3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3714 {
3715 invnext = invtmp->below;
3716
3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3718 auto_apply (invtmp);
3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3720 {
3721 while (invtmp->stats.hp-- > 0)
3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3723
3724 invtmp->randomitems = NULL;
3725 }
3726 else if (invtmp && invtmp->arch
3727 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3728 {
3729 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3730 /* Need to clear this so that we never try to create
3731 * treasure again for this object
3732 */
3733 invtmp->randomitems = NULL;
3734 }
3735 }
3736 /* This is really temporary - the code at the bottom will
3737 * also set randomitems to null. The problem is there are bunches
3738 * of maps/players already out there with items that have spells
3739 * which haven't had the randomitems set to null yet.
3740 * MSW 2004-05-13
3741 *
3742 * And if it's a spellbook, it's better to set randomitems to NULL too,
3743 * else you get two spells in the book ^_-
3744 * Ryo 2004-08-16
3745 */
3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3747 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3748 tmp->randomitems = NULL;
3749
3750 }
3751
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3753 auto_apply (tmp);
3754 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3755 {
3756 while ((tmp->stats.hp--) > 0)
3757 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3758 tmp->randomitems = NULL;
3759 }
3760 else if (tmp->type == TIMED_GATE)
3761 {
3762 object *head = tmp->head != NULL ? tmp->head : tmp;
3763
3764 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3765 tmp->set_speed (0);
3766 }
3767 /* This function can be called everytime a map is loaded, even when
3768 * swapping back in. As such, we don't want to create the treasure
3769 * over and ove again, so after we generate the treasure, blank out
3770 * randomitems so if it is swapped in again, it won't make anything.
3771 * This is a problem for the above objects, because they have counters
3772 * which say how many times to make the treasure.
3773 */
3774 else if (tmp && tmp->arch && tmp->type != PLAYER
3775 && tmp->type != TREASURE && tmp->type != SPELL
3776 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3777 {
3778 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3779 tmp->randomitems = NULL;
3780 }
3781
3782 // close all containers
3783 else if (tmp->type == CONTAINER)
3784 tmp->flag [FLAG_APPLIED] = 0;
3785
3786 tmp = above;
3787 }
3788
3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3792 check_trigger (tmp, tmp->above, tmp->above);
3793 }
3794
3795 /**
3796 * Handles player eating food that temporarily changes status (resistances, stats).
3797 * This used to call cast_change_attr(), but
3798 * that doesn't work with the new spell code. Since we know what
3799 * the food changes, just grab a force and use that instead.
3800 */
3801 void
3802 eat_special_food (object *who, object *food)
3803 {
3804 object *force;
3805 int i, did_one = 0;
3806
3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3810
3811 /* bigger morsel of food = longer effect time */
3812 int duration = TIME2TICK (food->stats.food);
3813
3814 if (force = who->force_find (key))
3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3825 }
3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3857 force->destroy ();
3858 }
3859
3860 /* check for hp, sp change */
3861 if (food->stats.hp != 0)
3862 {
3863 if (QUERY_FLAG (food, FLAG_CURSED))
3864 {
3865 who->contr->killer = food;
3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3867 who->failmsg ("Eck!...that was poisonous!");
3868 }
3869 else
3870 {
3871 if (food->stats.hp > 0)
3872 who->statusmsg ("You begin to feel better.");
3873 else
3874 who->failmsg ("Eck!...that was poisonous!");
3875
3876 who->stats.hp += food->stats.hp;
3877 }
3878 }
3879
3880 if (food->stats.sp != 0)
3881 {
3882 if (QUERY_FLAG (food, FLAG_CURSED))
3883 {
3884 who->failmsg ("You are drained of mana!");
3885 who->stats.sp -= food->stats.sp;
3886 if (who->stats.sp < 0)
3887 who->stats.sp = 0;
3888 }
3889 else
3890 {
3891 who->statusmsg ("You feel a rush of magical energy!");
3892 who->stats.sp += food->stats.sp;
3893 /* place limit on max sp from food? */
3894 }
3895 }
3896
3897 who->update_stats ();
3898 }
3899
3900
3901 /**
3902 * op made some mistake with a scroll, this takes care of punishment.
3903 * scroll_failure()- hacked directly from spell_failure
3904 */
3905 void
3906 scroll_failure (object *op, int failure, int power)
3907 {
3908 if (abs (failure / 4) > power)
3909 power = abs (failure / 4); /* set minimum effect */
3910
3911 if (failure <= -1 && failure > -15)
3912 { /* wonder */
3913 object *tmp;
3914
3915 op->failmsg ("Your spell warps!");
3916 tmp = get_archetype (SPELL_WONDER);
3917 cast_wonder (op, op, 0, tmp);
3918 tmp->destroy ();
3919 }
3920 else if (failure <= -15 && failure > -35)
3921 { /* drain mana */
3922 op->failmsg ("Your mana is drained!");
3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3924 if (op->stats.sp < 0)
3925 op->stats.sp = 0;
3926 }
3927 else if (settings.spell_failure_effects == TRUE)
3928 {
3929 if (failure <= -35 && failure > -60)
3930 { /* confusion */
3931 op->failmsg ("The magic recoils on you!");
3932 confuse_player (op, op, power);
3933 }
3934 else if (failure <= -60 && failure > -70)
3935 { /* paralysis */
3936 op->failmsg ("The magic recoils and paralyzes you!");
3937 paralyze_player (op, op, power);
3938 }
3939 else if (failure <= -70 && failure > -80)
3940 { /* blind */
3941 op->failmsg ("The magic recoils on you!");
3942 blind_player (op, op, power);
3943 }
3944 else if (failure <= -80)
3945 { /* blast the immediate area */
3946 object *tmp = get_archetype (LOOSE_MANA);
3947 cast_magic_storm (op, tmp, power);
3948 op->failmsg ("You unleash uncontrolled mana!");
3949 tmp->destroy ();
3950 }
3951 }
3952 }
3953
3954 void
3955 apply_changes_to_player (object *pl, object *change)
3956 {
3957 int excess_stat = 0; /* if the stat goes over the maximum
3958 for the race, put the excess stat some
3959 where else. */
3960
3961 switch (change->type)
3962 {
3963 case CLASS:
3964 {
3965 living *stats = &(pl->contr->orig_stats);
3966 living *ns = &(change->stats);
3967 object *walk;
3968 int flag_change_face = 1;
3969
3970 /* the following code assigns stats up to the stat max
3971 * for the race, and if the stat max is exceeded,
3972 * tries to randomly reassign the excess stat
3973 */
3974 int i, j;
3975
3976 for (i = 0; i < NUM_STATS; i++)
3977 {
3978 int race_bonus = pl->arch->stats.stat (i);
3979 sint8 stat = stats->stat (i) + ns->stat (i);
3980
3981 if (stat > 20 + race_bonus)
3982 {
3983 excess_stat++;
3984 stat = 20 + race_bonus;
3985 }
3986
3987 stats->stat (i) = stat;
3988 }
3989
3990 for (j = 0; excess_stat > 0 && j < 100; j++)
3991 { /* try 100 times to assign excess stats */
3992 int i = rndm (0, 6);
3993
3994 if (i == CHA)
3995 continue; /* exclude cha from this */
3996
3997 int stat = stats->stat (i);
3998 int race_bonus = pl->arch->stats.stat (i);
3999 if (stat < 20 + race_bonus)
4000 {
4001 change_attr_value (stats, i, 1);
4002 excess_stat--;
4003 }
4004 }
4005
4006 /* insert the randomitems from the change's treasurelist into
4007 * the player ref: player.c
4008 */
4009 if (change->randomitems)
4010 give_initial_items (pl, change->randomitems);
4011
4012 /* set up the face, for some races. */
4013
4014 /* first, look for the force object banning
4015 * changing the face. Certain races never change face with class.
4016 */
4017 for (walk = pl->inv; walk; walk = walk->below)
4018 if (walk->name == shstr_NOCLASSFACECHANGE)
4019 flag_change_face = 0;
4020
4021 if (flag_change_face)
4022 {
4023 pl->face = change->face;
4024 pl->animation_id = change->animation_id;
4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4026 }
4027
4028 /* check the special case of can't use weapons */
4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4030 if (change->name == shstr_monk)
4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4032
4033 break;
4034 }
4035 }
4036 }
4037
4038 /**
4039 * This handles items of type 'transformer'.
4040 * Basically those items, used with a marked item, transform both items into something
4041 * else.
4042 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4043 * Change information is contained in the 'slaying' field of the marked item.
4044 * The format is as follow: transformer:[number ]yield[;transformer:...].
4045 * This way an item can be transformed in many things, and/or many objects.
4046 * The 'slaying' field for transformer is used as verb for the action.
4047 */
4048 void
4049 apply_item_transformer (object *pl, object *transformer)
4050 {
4051 object *marked;
4052 object *new_item;
4053 char *find;
4054 char *separator;
4055 int yield;
4056 char got[MAX_BUF];
4057 int len;
4058
4059 if (!pl || !transformer)
4060 return;
4061
4062 marked = find_marked_object (pl);
4063
4064 if (!marked)
4065 {
4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4067 return;
4068 }
4069
4070 if (!marked->slaying)
4071 {
4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4073 return;
4074 }
4075
4076 /* check whether they are compatible or not */
4077 find = strstr (&marked->slaying, transformer->arch->archname);
4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4079 {
4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4081 return;
4082 }
4083
4084 find += strlen (transformer->arch->archname) + 1;
4085 /* Item can be used, now find how many and what it yields */
4086 if (isdigit (*(find)))
4087 {
4088 yield = atoi (find);
4089 if (yield < 1)
4090 {
4091 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4092 yield = 1;
4093 }
4094 }
4095 else
4096 yield = 1;
4097
4098 while (isdigit (*find))
4099 find++;
4100
4101 while (*find == ' ')
4102 find++;
4103
4104 memset (got, 0, MAX_BUF);
4105
4106 if ((separator = strchr (find, ';')) != NULL)
4107 len = separator - find;
4108 else
4109 len = strlen (find);
4110
4111 if (len > MAX_BUF - 1)
4112 len = MAX_BUF - 1;
4113
4114 strcpy (got, find);
4115 got[len] = '\0';
4116
4117 /* Now create new item, remove used ones when required. */
4118 new_item = get_archetype (got);
4119 if (!new_item)
4120 {
4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4122 return;
4123 }
4124
4125 new_item->nrof = yield;
4126
4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4128
4129 pl->insert (new_item);
4130 /* Eat up one item */
4131 marked->decrease ();
4132
4133 /* Eat one transformer if needed */
4134 if (transformer->stats.food)
4135 if (--transformer->stats.food == 0)
4136 transformer->decrease ();
4137 }
4138