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Revision: 1.221
Committed: Mon Mar 15 12:12:13 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.220: +1 -1 lines
Log Message:
whoops, mistakenly committed.

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