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Revision: 1.223
Committed: Fri Mar 19 17:53:06 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.222: +4 -1 lines
Log Message:
added book reading sounds.

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 // we currently don't use the message types for anything.
1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1585
1586 if (player *pl = op->contr)
1587 if (client *ns = pl->ns)
1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1589
1590 /* gain xp from reading */
1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1592 { /* only if not read before */
1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594
1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596 {
1597 /*exp_gain *= 2; because they just identified it too */
1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1599
1600 if (object *pl = tmp->visible_to ())
1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1602 }
1603
1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607 }
1608
1609 /**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613 static void
1614 scroll_failure (object *op, int failure, int power)
1615 {
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1659 }
1660 }
1661
1662 /**
1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1664 * op is the person learning the skill, tmp is the skill scroll object
1665 */
1666 static void
1667 apply_skillscroll (object *op, object *tmp)
1668 {
1669 switch (learn_skill (op, tmp))
1670 {
1671 case 0:
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 break;
1675
1676 case 1:
1677 tmp->decrease ();
1678 op->play_sound (sound_find ("skill_learn"));
1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1680 break;
1681
1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1686 break;
1687 }
1688 }
1689
1690 /**
1691 * Actually makes op learn spell.
1692 * Informs player of what happens.
1693 */
1694 void
1695 do_learn_spell (object *op, object *spell, int special_prayer)
1696 {
1697 object *tmp;
1698
1699 if (op->type != PLAYER)
1700 {
1701 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1702 return;
1703 }
1704
1705 /* Upgrade special prayers to normal prayers */
1706 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707 {
1708 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709 {
1710 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1711 return;
1712 }
1713 return;
1714 }
1715
1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1718 tmp = spell->clone ();
1719 insert_ob_in_ob (tmp, op);
1720
1721 if (special_prayer)
1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1723
1724 esrv_add_spells (op->contr, tmp);
1725 }
1726
1727 /**
1728 * Erases spell from player's inventory.
1729 */
1730 void
1731 do_forget_spell (object *op, const char *spell)
1732 {
1733 object *spob;
1734
1735 if (op->type != PLAYER)
1736 {
1737 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1738 return;
1739 }
1740 if ((spob = check_spell_known (op, spell)) == NULL)
1741 {
1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1743 return;
1744 }
1745
1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1747 player_unready_range_ob (op->contr, spob);
1748 esrv_remove_spell (op->contr, spob);
1749 spob->destroy ();
1750 }
1751
1752 /**
1753 * Handles player applying a spellbook.
1754 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1755 * stuff like that. Random learning failure too.
1756 */
1757 static void
1758 apply_spellbook (object *op, object *tmp)
1759 {
1760 object *skop, *spell, *spell_skill;
1761
1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1763 {
1764 op->failmsg ("You are unable to read while blind.");
1765 return;
1766 }
1767
1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1769 * instead of having their spell stored in stats.sp. These are
1770 * legacy spellbooks
1771 */
1772 if (tmp->slaying)
1773 {
1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1776 if (!spell)
1777 {
1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1779 return;
1780 }
1781 else
1782 insert_ob_in_ob (spell, tmp);
1783
1784 tmp->slaying = 0;
1785 }
1786
1787 skop = find_skill_by_name (op, tmp->skill);
1788
1789 /* need a literacy skill to learn spells. Also, having a literacy level
1790 * lower than the spell will make learning the spell more difficult */
1791 if (!skop)
1792 {
1793 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1794 return;
1795 }
1796
1797 spell = tmp->inv;
1798
1799 if (!spell)
1800 {
1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1803 return;
1804 }
1805
1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1808 {
1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1811 return;
1812 }
1813
1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1815
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 identify (tmp);
1818
1819 /* I removed the check for special_prayer_mark here - it didn't make
1820 * a lot of sense - special prayers are not found in spellbooks, and
1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1822 * they would have a special prayer mark.
1823 */
1824 if (check_spell_known (op, spell->name))
1825 {
1826 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1827 return;
1828 }
1829
1830 if (spell->skill)
1831 {
1832 spell_skill = find_skill_by_name (op, spell->skill);
1833
1834 if (!spell_skill)
1835 {
1836 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1837 return;
1838 }
1839
1840 if (spell_skill->level < spell->level)
1841 {
1842 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1843 return;
1844 }
1845 }
1846
1847 /* Logic as follows
1848 *
1849 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1850 *
1851 * 2- The learner's skill level in literacy adjusts the chance to learn
1852 * a spell.
1853 *
1854 * 3 -Automatically fail to learn if you read while confused
1855 *
1856 * Overall, chances are the same but a player will find having a high
1857 * literacy rate very useful! -b.t.
1858 */
1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1860 {
1861 op->failmsg ("In your confused state you flub the wording of the text!");
1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1863 }
1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1866 {
1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1868 do_learn_spell (op, spell, 0);
1869
1870 /* xp gain to literacy for spell learning */
1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1872 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1873 }
1874 else
1875 {
1876 op->contr->play_sound (sound_find ("fumble_spell"));
1877 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1878 }
1879
1880 tmp->decrease ();
1881 }
1882
1883 /**
1884 * Handles applying a spell scroll.
1885 */
1886 void
1887 apply_scroll (object *op, object *tmp, int dir)
1888 {
1889 object *skop;
1890
1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1892 {
1893 op->failmsg ("You are unable to read while blind.");
1894 return;
1895 }
1896
1897 if (!tmp->inv || tmp->inv->type != SPELL)
1898 {
1899 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1900 return;
1901 }
1902
1903 if (op->type == PLAYER)
1904 {
1905 /* players need a literacy skill to read stuff! */
1906 int exp_gain = 0;
1907
1908 /* hard code literacy - tmp->skill points to where the exp
1909 * should go for anything killed by the spell.
1910 */
1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1912
1913 if (!skop)
1914 {
1915 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1916 return;
1917 }
1918
1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1920 change_exp (op, exp_gain, skop->skill, 0);
1921 }
1922
1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1924 identify (tmp);
1925
1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1927
1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1929 tmp->decrease ();
1930 }
1931
1932 /**
1933 * Applies a treasure object - by default, chest. op
1934 * is the person doing the applying, tmp is the treasure
1935 * chest.
1936 */
1937 static void
1938 apply_treasure (object *op, object *tmp)
1939 {
1940 /* Nice side effect of this treasure creation method is that the treasure
1941 * for the chest is done when the chest is created, and put into the chest
1942 * inventory. So that when the chest burns up, the items still exist. Also
1943 * prevents people from moving chests to more difficult maps to get better
1944 * treasure
1945 */
1946 object *treas = tmp->inv;
1947
1948 if (!treas)
1949 {
1950 op->statusmsg ("The chest was empty.");
1951 tmp->decrease ();
1952 return;
1953 }
1954
1955 while (tmp->inv)
1956 {
1957 treas = tmp->inv;
1958 treas->remove ();
1959
1960 treas->x = op->x;
1961 treas->y = op->y;
1962 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1963
1964 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1965 spring_trap (treas, op);
1966
1967 /* If either player or container was destroyed, no need to do
1968 * further processing. I think this should be enclused with
1969 * spring trap above, as I don't think there is otherwise
1970 * any way for the treasure chest or player to get killed.
1971 */
1972 if (op->destroyed () || tmp->destroyed ())
1973 break;
1974 }
1975
1976 if (!tmp->destroyed () && !tmp->inv)
1977 tmp->decrease (true);
1978 }
1979
1980 /**
1981 * A dragon is eating some flesh. If the flesh contains resistances,
1982 * there is a chance for the dragon's skin to get improved.
1983 *
1984 * attributes:
1985 * object *op the object (dragon player) eating the flesh
1986 * object *meal the flesh item, getting chewed in dragon's mouth
1987 * return:
1988 * int 1 if eating successful, 0 if it doesn't work
1989 */
1990 static int
1991 dragon_eat_flesh (object *op, object *meal)
1992 {
1993 object *skin = NULL; /* pointer to dragon skin force */
1994 object *abil = NULL; /* pointer to dragon ability force */
1995 object *tmp = NULL; /* tmp. object */
1996
1997 double chance; /* improvement-chance of one resistance type */
1998 double totalchance = 1; /* total chance of gaining one resistance */
1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2000 double mbonus = 0; /* monster bonus */
2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2002 int winners = 0; /* number of winners */
2003 int i; /* index */
2004
2005 /* let's make sure and doublecheck the parameters */
2006 if (meal->type != FLESH || !op->is_dragon ())
2007 return 0;
2008
2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2010 from the player's inventory */
2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2012 if (tmp->type == FORCE)
2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2014 skin = tmp;
2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2016 abil = tmp;
2017
2018 /* if either skin or ability are missing, this is an old player
2019 which is not to be considered a dragon -> bail out */
2020 if (skin == NULL || abil == NULL)
2021 return 0;
2022
2023 /* now start by filling stomache and health, according to food-value */
2024 if ((999 - op->stats.food) < meal->stats.food)
2025 op->stats.hp += (999 - op->stats.food) / 50;
2026 else
2027 op->stats.hp += meal->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031
2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2033
2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2035
2036 /* on to the interesting part: chances for adding resistance */
2037 for (i = 0; i < NROFATTACKS; i++)
2038 {
2039 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2040 {
2041 /* got positive resistance, now calculate improvement chance (0-100) */
2042
2043 /* this bonus makes resistance increase easier at lower levels */
2044 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2045 if (i == abil->stats.exp)
2046 bonus += 5; /* additional bonus for resistance of ability-focus */
2047
2048 /* monster bonus increases with level, because high-level
2049 flesh is too rare */
2050 mbonus = op->level * 20. / ((double) settings.max_level);
2051
2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2053 ((double)settings.max_level)) - skin->resist[i];
2054
2055 if (chance >= 0.)
2056 chance += 1.;
2057 else
2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2059
2060 /* chance is proportional to amount of resistance (max. 50) */
2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2062
2063 /* doubled chance for resistance of ability-focus */
2064 if (i == abil->stats.exp)
2065 chance = min (100., chance * 2.);
2066
2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2068 if (rndm (10000) < (unsigned int)(chance * 100))
2069 {
2070 atnr_winner[winners] = i;
2071 winners++;
2072 }
2073
2074 if (chance >= 0.01)
2075 totalchance *= 1 - chance / 100;
2076
2077 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2078 }
2079 }
2080
2081 /* inverse totalchance as until now we have the failure-chance */
2082 totalchance = 100 - totalchance * 100;
2083
2084 /* print message according to totalchance */
2085 const char *buf;
2086 if (totalchance > 50.)
2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2088 else if (totalchance > 10.)
2089 buf = format ("The %s tasted very good.", &meal->name);
2090 else if (totalchance > 1.)
2091 buf = format ("The %s tasted good.", &meal->name);
2092 else if (totalchance > 0.1)
2093 buf = format ("The %s tasted bland.", &meal->name);
2094 else if (totalchance >= 0.01)
2095 buf = format ("The %s had a boring taste.", &meal->name);
2096 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2097 buf = format ("The %s tasted strange.", &meal->name);
2098 else
2099 buf = format ("The %s had no taste.", &meal->name);
2100
2101 op->statusmsg (buf);
2102
2103 /* now choose a winner if we have any */
2104 i = -1;
2105 if (winners > 0)
2106 i = atnr_winner [rndm (winners)];
2107
2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2109 {
2110 /* resistance increased! */
2111 skin->resist[i]++;
2112 op->update_stats ();
2113
2114 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2115 }
2116
2117 /* if this flesh contains a new ability focus, we mark it
2118 into the ability_force and it will take effect on next level */
2119 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2120 {
2121 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2122
2123 if (meal->last_eat != abil->stats.exp)
2124 op->statusmsg (format (
2125 "Your metabolism prepares to focus on %s!\n"
2126 "The change will happen at level %d.",
2127 change_resist_msg[meal->last_eat],
2128 abil->level + 1
2129 ));
2130 else
2131 {
2132 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2133 abil->last_eat = 0;
2134 }
2135 }
2136
2137 return 1;
2138 }
2139
2140 /**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144 static void
2145 apply_food (object *op, object *tmp)
2146 {
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214 }
2215
2216 /**
2217 * Handles applying an improve armor scroll.
2218 * Does some sanity checks, then calls improve_armour.
2219 */
2220 static void
2221 apply_armour_improver (object *op, object *tmp)
2222 {
2223 object *armor;
2224
2225 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2226 {
2227 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2228 return;
2229 }
2230
2231 armor = find_marked_object (op);
2232
2233 if (!armor)
2234 {
2235 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2236 return;
2237 }
2238
2239 if (armor->type != ARMOUR
2240 && armor->type != CLOAK
2241 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2242 {
2243 op->failmsg ("Your marked item is not armour!\n");
2244 return;
2245 }
2246
2247 op->statusmsg ("Applying armour enchantment.");
2248 improve_armour (op, tmp, armor);
2249 }
2250
2251 void
2252 apply_poison (object *op, object *tmp)
2253 {
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2259 if (op->type == PLAYER)
2260 {
2261 op->contr->play_sound (sound_find ("drink_poison"));
2262 op->failmsg ("Yech! That tasted poisonous!");
2263 op->contr->killer = poison;
2264 }
2265
2266 if (poison->stats.hp > 0)
2267 {
2268 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2270 }
2271
2272 op->stats.food -= op->stats.food / 4;
2273 poison->destroy ();
2274 }
2275
2276 /**
2277 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2278 * A valid 2 way exit means:
2279 * -You can come back (there is another exit at the other side)
2280 * -You are
2281 * ° the owner of the exit
2282 * ° or in the same party as the owner
2283 *
2284 * Note: a owner in a 2 way exit is saved as the owner's name
2285 * in the field exit->name cause the field exit->owner doesn't
2286 * survive in the swapping (in fact the whole exit doesn't survive).
2287 */
2288 static int
2289 is_legal_2ways_exit (object *op, object *exit)
2290 {
2291 if (exit->stats.exp != 1)
2292 return 1; /*This is not a 2 way, so it is legal */
2293
2294 #if 0 //TODO
2295 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2296 return 0; /* This is a reset town portal */
2297 #endif
2298
2299 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2300
2301 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2302
2303 if (exitmap)
2304 {
2305 exitmap->load_sync ();
2306
2307 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2308
2309 if (!tmp)
2310 return 0;
2311
2312 for (; tmp; tmp = tmp->above)
2313 {
2314 if (tmp->type != EXIT)
2315 continue; /*Not an exit */
2316
2317 if (!EXIT_PATH (tmp))
2318 continue; /*Not a valid exit */
2319
2320 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2321 continue; /*Not in the same place */
2322
2323 if (exit->map->path != EXIT_PATH (tmp))
2324 continue; /*Not in the same map */
2325
2326 /* From here we have found the exit is valid. However we do
2327 * here the check of the exit owner. It is important for the
2328 * town portals to prevent strangers from visiting your appartments
2329 */
2330 if (!exit->race)
2331 return 1; /*No owner, free for all! */
2332
2333 object *exit_owner = 0;
2334
2335 for_all_players (pp)
2336 {
2337 if (!pp->ob)
2338 continue;
2339
2340 if (pp->ob->name != exit->race)
2341 continue;
2342
2343 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2344 break;
2345 }
2346
2347 if (!exit_owner)
2348 return 0; /* No more owner */
2349
2350 if (exit_owner->contr == op->contr)
2351 return 1; /*It is your exit */
2352
2353 if (exit_owner && /*There is a owner */
2354 (op->contr) && /*A player tries to pass */
2355 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2356 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2357 return 0;
2358
2359 return 1;
2360 }
2361 }
2362
2363 return 0;
2364 }
2365
2366 /**
2367 * This function will try to apply a lighter and in case no lighter
2368 * is specified it will try to find a lighter in the players inventory,
2369 * and inform him about this requirement.
2370 *
2371 * who - the player
2372 * op - the item we want to light
2373 * lighter - the lighter or 0 if a lighter has yet to be found
2374 */
2375 static object *
2376 auto_apply_lighter (object *who, object *op, object *lighter)
2377 {
2378 if (lighter == 0)
2379 {
2380 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2381 {
2382 if (tmp->type == LIGHTER)
2383 {
2384 lighter = tmp;
2385 break;
2386 }
2387 }
2388
2389 if (!lighter)
2390 {
2391 who->failmsg (format (
2392 "You can't light up the %s with your bare hands! "
2393 "H<You need a lighter in your inventory, for example a flint and steel.>",
2394 &op->name));
2395 return 0;
2396 }
2397 }
2398
2399 // last_eat == 0 means the lighter is not being used up!
2400 if (lighter->last_eat && lighter->stats.food)
2401 {
2402 /* lighter gets used up */
2403 lighter = lighter->split ();
2404 lighter->stats.food--;
2405 who->insert (lighter);
2406 }
2407 else if (lighter->last_eat)
2408 {
2409 /* no charges left in lighter */
2410 who->failmsg (format (
2411 "You attempt to light the %s with a used up %s.",
2412 &op->name, &lighter->name));
2413 return 0;
2414 }
2415
2416 return lighter;
2417 }
2418
2419 /**
2420 * Designed primarily to light torches/lanterns/etc.
2421 * Also burns up burnable material too. First object in the inventory is
2422 * the selected object to "burn". -b.t.
2423 */
2424 static void
2425 apply_lighter (object *who, object *lighter)
2426 {
2427 object *item;
2428 int is_player_env = 0;
2429
2430 item = find_marked_object (who);
2431 if (item)
2432 {
2433 if (!auto_apply_lighter (who, item, lighter))
2434 return;
2435
2436 /* Perhaps we should split what we are trying to light on fire?
2437 * I can't see many times when you would want to light multiple
2438 * objects at once.
2439 */
2440
2441 save_throw_object (item, AT_FIRE, who);
2442
2443 if (item->destroyed ()
2444 || ((item->type == LAMP || item->type == TORCH)
2445 && item->glow_radius > 0))
2446 who->statusmsg (format (
2447 "You light the %s with the %s.",
2448 &item->name, &lighter->name));
2449 else
2450 who->failmsg (format (
2451 "You attempt to light the %s with the %s and fail.",
2452 &item->name, &lighter->name));
2453 }
2454 else
2455 who->failmsg ("You need to mark a lightable object.");
2456 }
2457
2458 /**
2459 * This function generates a cursed effect for cursed lamps and torches.
2460 */
2461 static void
2462 player_apply_lamp_cursed_effect (object *who, object *op)
2463 {
2464 if (op->level)
2465 {
2466 who->failmsg (format (
2467 "The %s was cursed, it explodes in a big fireball!",
2468 &op->name));
2469 create_exploding_ball_at (who, op->level);
2470 }
2471 else
2472 {
2473 who->failmsg (format (
2474 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2475 &op->name));
2476 }
2477
2478 op->destroy ();
2479 }
2480
2481 /**
2482 * Apply for players and lamps
2483 *
2484 * who - the player
2485 * op - the lamp
2486 */
2487 static void
2488 player_apply_lamp (object *who, object *op)
2489 {
2490 bool switch_on = op->glow_radius ? false : true;
2491
2492 if (switch_on)
2493 {
2494 object *lighter = 0;
2495
2496 if (op->flag [FLAG_IS_LIGHTABLE]
2497 && !(lighter = auto_apply_lighter (who, op, 0)))
2498 return;
2499
2500 if (op->stats.food < 1)
2501 {
2502 if (op->type == LAMP)
2503 who->failmsg (format (
2504 "The %s is out of fuel! "
2505 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2506 &op->name));
2507 else
2508 who->failmsg (format (
2509 "The %s is burnt out! "
2510 "H<Torches and similar items burn out and become worthless.>",
2511 &op->name));
2512 return;
2513 }
2514
2515 if (op->flag [FLAG_CURSED])
2516 {
2517 player_apply_lamp_cursed_effect (who, op);
2518 return;
2519 }
2520
2521 if (lighter)
2522 who->statusmsg (format (
2523 "You light up the %s with the %s.", &op->name, &lighter->name));
2524 else
2525 who->statusmsg (format ("You light up the %s.", &op->name));
2526 }
2527 else
2528 {
2529 if (op->flag [FLAG_CURSED])
2530 {
2531 player_apply_lamp_cursed_effect (who, op);
2532 return;
2533 }
2534
2535 if (op->type == TORCH)
2536 {
2537 if (!op->flag [FLAG_IS_LIGHTABLE])
2538 {
2539 who->statusmsg (format (
2540 "You put out the %s. "
2541 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2542 &op->name, &op->name));
2543 }
2544 else
2545 who->statusmsg (format (
2546 "You put out the %s."
2547 "H<Torches wear out if you put them out.>",
2548 &op->name));
2549 }
2550 else
2551 who->statusmsg (format ("You turn off the %s.", &op->name));
2552 }
2553
2554 apply_lamp (op, switch_on);
2555 }
2556
2557 void get_animation_from_arch (object *op, arch_ptr a)
2558 {
2559 op->animation_id = a->animation_id;
2560 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2561 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2562 op->anim_speed = a->anim_speed;
2563 op->last_anim = 0;
2564 op->state = 0;
2565 op->face = a->face;
2566
2567 if (NUM_ANIMATIONS(op) > 1)
2568 {
2569 SET_ANIMATION(op, 0);
2570 animate_object (op, op->direction);
2571 }
2572 else
2573 update_object (op, UP_OBJ_FACE);
2574 }
2575
2576 /**
2577 * Apply for LAMPs and TORCHes.
2578 *
2579 * op - the lamp
2580 * switch_on - a flag which says whether the lamp should be switched on or off
2581 */
2582 void apply_lamp (object *op, bool switch_on)
2583 {
2584 op->set_glow_radius (switch_on ? op->range : 0);
2585 op->set_speed (switch_on ? op->arch->speed : 0);
2586
2587 // torches wear out if you put them out
2588 if (op->type == TORCH && !switch_on)
2589 {
2590 if (op->flag [FLAG_IS_LIGHTABLE])
2591 {
2592 op->stats.food -= (double) op->arch->stats.food / 15;
2593 if (op->stats.food < 0)
2594 op->stats.food = 0;
2595 }
2596 else
2597 op->stats.food = 0;
2598 }
2599
2600 // lamps and torched get worthless when used up
2601 if (op->stats.food <= 0)
2602 op->value = 0;
2603
2604 // FIXME: This is a hack to make the more sane torches and lamps
2605 // still animated ;-/
2606 if (op->other_arch)
2607 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2608
2609 if (object *pl = op->visible_to ())
2610 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2611 }
2612
2613 /**
2614 * This handles items of type 'transformer'.
2615 * Basically those items, used with a marked item, transform both items into something
2616 * else.
2617 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2618 * Change information is contained in the 'slaying' field of the marked item.
2619 * The format is as follow: transformer:[number ]yield[;transformer:...].
2620 * This way an item can be transformed in many things, and/or many objects.
2621 * The 'slaying' field for transformer is used as verb for the action.
2622 */
2623 static void
2624 apply_item_transformer (object *pl, object *transformer)
2625 {
2626 object *marked;
2627 object *new_item;
2628 const char *find;
2629 char *separator;
2630 int yield;
2631 char got[MAX_BUF];
2632 int len;
2633
2634 if (!pl || !transformer)
2635 return;
2636
2637 marked = find_marked_object (pl);
2638
2639 if (!marked)
2640 {
2641 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2642 return;
2643 }
2644
2645 if (!marked->slaying)
2646 {
2647 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2648 return;
2649 }
2650
2651 /* check whether they are compatible or not */
2652 find = strstr (&marked->slaying, transformer->arch->archname);
2653 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2654 {
2655 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2656 return;
2657 }
2658
2659 find += strlen (transformer->arch->archname) + 1;
2660 /* Item can be used, now find how many and what it yields */
2661 if (isdigit (*(find)))
2662 {
2663 yield = atoi (find);
2664 if (yield < 1)
2665 {
2666 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2667 yield = 1;
2668 }
2669 }
2670 else
2671 yield = 1;
2672
2673 while (isdigit (*find))
2674 find++;
2675
2676 while (*find == ' ')
2677 find++;
2678
2679 memset (got, 0, MAX_BUF);
2680
2681 if ((separator = (char *) strchr (find, ';')))
2682 len = separator - find;
2683 else
2684 len = strlen (find);
2685
2686 min_it (len, MAX_BUF - 1);
2687
2688 strcpy (got, find);
2689 got[len] = '\0';
2690
2691 /* Now create new item, remove used ones when required. */
2692 new_item = get_archetype (got);
2693 if (!new_item)
2694 {
2695 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2696 return;
2697 }
2698
2699 new_item->nrof = yield;
2700
2701 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2702
2703 pl->insert (new_item);
2704 /* Eat up one item */
2705 marked->decrease ();
2706
2707 /* Eat one transformer if needed */
2708 if (transformer->stats.food)
2709 if (--transformer->stats.food == 0)
2710 transformer->decrease ();
2711 }
2712
2713 /**
2714 * Main apply handler.
2715 *
2716 * Checks for unpaid items before applying.
2717 *
2718 * Return value:
2719 * 0: player or monster can't apply objects of that type
2720 * 1: has been applied, or there was an error applying the object
2721 * 2: objects of that type can't be applied if not in inventory
2722 *
2723 * who is the object that is causing object to be applied, op is the object
2724 * being applied.
2725 *
2726 * aflag is special (always apply/unapply) flags. Nothing is done with
2727 * them in this function - they are passed to apply_special
2728 */
2729 int
2730 manual_apply (object *who, object *op, int aflag)
2731 {
2732 op = op->head_ ();
2733
2734 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2735 {
2736 if (who->type == PLAYER)
2737 {
2738 examine (who, op);
2739 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2740 return 1;
2741 }
2742 else
2743 return 0; /* monsters just skip unpaid items */
2744 }
2745
2746 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2747 return RESULT_INT (0);
2748
2749 switch (op->type)
2750 {
2751 case T_HANDLE:
2752 who->play_sound (sound_find ("turn_handle"));
2753 who->statusmsg ("You turn the handle.");
2754 op->value = op->value ? 0 : 1;
2755 SET_ANIMATION (op, op->value);
2756 update_object (op, UP_OBJ_FACE);
2757 push_button (op, who);
2758 return 1;
2759
2760 case TRIGGER:
2761 if (check_trigger (op, who, who))
2762 {
2763 who->statusmsg ("You turn the handle.");
2764 who->play_sound (sound_find ("turn_handle"));
2765 }
2766 else
2767 who->failmsg ("The handle doesn't move.");
2768
2769 return 1;
2770
2771 case EXIT:
2772 if (who->type != PLAYER)
2773 return 0;
2774
2775 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2776 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)));
2777 else
2778 {
2779 /* Don't display messages for random maps. */
2780 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2781 who->statusmsg (op->msg, NDI_NAVY);
2782
2783 who->enter_exit (op);
2784 }
2785
2786 return 1;
2787
2788 case INSCRIBABLE:
2789 who->statusmsg (op->msg);
2790 // maybe show a spell menu to chose from or something like that
2791 return 1;
2792
2793 case SIGN:
2794 apply_sign (who, op, 0);
2795 return 1;
2796
2797 case BOOK:
2798 if (who->type == PLAYER)
2799 {
2800 apply_book (who, op);
2801 return 1;
2802 }
2803 else
2804 return 0;
2805
2806 case SKILLSCROLL:
2807 if (who->type == PLAYER)
2808 {
2809 apply_skillscroll (who, op);
2810 return 1;
2811 }
2812 else
2813 return 0;
2814
2815 case SPELLBOOK:
2816 if (who->type == PLAYER)
2817 {
2818 apply_spellbook (who, op);
2819 return 1;
2820 }
2821 else
2822 return 0;
2823
2824 case SCROLL:
2825 apply_scroll (who, op, 0);
2826 return 1;
2827
2828 case POTION:
2829 apply_potion (who, op);
2830 return 1;
2831
2832 /* Eneq(@csd.uu.se): Handle apply on containers. */
2833 //TODO: remove, as it is unsed?
2834 case CLOSE_CON:
2835 apply_container (who, op->env);
2836 return 1;
2837
2838 case CONTAINER:
2839 apply_container (who, op);
2840 return 1;
2841
2842 case TREASURE:
2843 if (who->type == PLAYER)
2844 {
2845 apply_treasure (who, op);
2846 return 1;
2847 }
2848 else
2849 return 0;
2850
2851 case LAMP:
2852 case TORCH:
2853 player_apply_lamp (who, op);
2854 return 1;
2855
2856 case WEAPON:
2857 case ARMOUR:
2858 case BOOTS:
2859 case GLOVES:
2860 case AMULET:
2861 case GIRDLE:
2862 case BRACERS:
2863 case SHIELD:
2864 case HELMET:
2865 case RING:
2866 case CLOAK:
2867 case WAND:
2868 case ROD:
2869 case HORN:
2870 case SKILL:
2871 case BOW:
2872 case BUILDER:
2873 case SKILL_TOOL:
2874 if (op->env != who)
2875 return 2; /* not in inventory */
2876
2877 apply_special (who, op, aflag);
2878 return 1;
2879
2880 case DRINK:
2881 case FOOD:
2882 case FLESH:
2883 apply_food (who, op);
2884 return 1;
2885
2886 case POISON:
2887 apply_poison (who, op);
2888 return 1;
2889
2890 case SAVEBED:
2891 return 1;
2892
2893 case ARMOUR_IMPROVER:
2894 if (who->type == PLAYER)
2895 {
2896 apply_armour_improver (who, op);
2897 return 1;
2898 }
2899 else
2900 return 0;
2901
2902 case WEAPON_IMPROVER:
2903 check_improve_weapon (who, op);
2904 return 1;
2905
2906 case CLOCK:
2907 if (who->type == PLAYER)
2908 {
2909 char buf[MAX_BUF];
2910 timeofday_t tod;
2911
2912 get_tod (&tod);
2913 who->play_sound (sound_find ("sound_clock"));
2914 who->statusmsg (format (
2915 "It is %d minute%s past %d o'clock %s",
2916 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2917 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2918 ));
2919 return 1;
2920 }
2921 else
2922 return 0;
2923
2924 case MENU:
2925 if (who->type == PLAYER)
2926 {
2927 shop_listing (op, who);
2928 return 1;
2929 }
2930 else
2931 return 0;
2932
2933 case POWER_CRYSTAL:
2934 apply_power_crystal (who, op); /* see egoitem.c */
2935 return 1;
2936
2937 case LIGHTER: /* for lighting torches/lanterns/etc */
2938 if (who->type == PLAYER)
2939 {
2940 apply_lighter (who, op);
2941 return 1;
2942 }
2943 else
2944 return 0;
2945
2946 case ITEM_TRANSFORMER:
2947 apply_item_transformer (who, op);
2948 return 1;
2949
2950 default:
2951 return 0;
2952 }
2953 }
2954
2955 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2956 * messages as needed by player_apply_below(). But there can still be
2957 * "but you are floating high above the ground" messages.
2958 *
2959 * Same return value as apply() function.
2960 */
2961 int
2962 player_apply (object *pl, object *op, int aflag, int quiet)
2963 {
2964 if (!op->env && (pl->move_type & MOVE_FLYING))
2965 {
2966 /* player is flying and applying object not in inventory */
2967 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2968 {
2969 pl->failmsg ("But you are floating high above the ground! "
2970 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2971 "or waiting till the levitation effect wears off.>");
2972 return 0;
2973 }
2974 }
2975
2976 pl->contr->last_used = op;
2977
2978 int tmp = manual_apply (pl, op, aflag);
2979
2980 if (!quiet)
2981 {
2982 if (tmp == 0)
2983 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2984 else if (tmp == 2)
2985 pl->failmsg ("You must get it first!\n");
2986 }
2987
2988 return tmp;
2989 }
2990
2991 /**
2992 * player_apply_below attempts to apply the object 'below' the player.
2993 * If the player has an open container, we use that for below, otherwise
2994 * we use the ground.
2995 */
2996 void
2997 player_apply_below (object *pl)
2998 {
2999 int floors = 0;
3000
3001 /* If using a container, set the starting item to be the top
3002 * item in the container. Otherwise, use the map.
3003 * This is perhaps more complicated. However, I want to make sure that
3004 * we don't use a corrupt pointer for the next object, so we get the
3005 * next object in the stack before applying. This is can only be a
3006 * problem if player_apply() has a bug in that it uses the object but does
3007 * not return a proper value.
3008 */
3009 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3010 {
3011 next = tmp->below;
3012
3013 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3014 floors++;
3015 else if (floors > 0)
3016 return; /* process only floor objects after first floor object */
3017
3018 /* If it is visible, player can apply it. If it is applied by
3019 * person moving on it, also activate. Added code to make it
3020 * so that at least one of players movement types be that which
3021 * the item needs.
3022 */
3023 if (!tmp->invisible || (tmp->move_on & pl->move_type))
3024 if (player_apply (pl, tmp, 0, 1) == 1)
3025 return;
3026
3027 if (floors >= 2)
3028 return; /* process at most two floor objects */
3029 }
3030 }
3031
3032 /**
3033 * Unapplies specified item.
3034 * No check done on cursed/damned.
3035 * Break this out of apply_special - this is just done
3036 * to keep the size of apply_special to a more managable size.
3037 */
3038 static int
3039 unapply_special (object *who, object *op, int aflags)
3040 {
3041 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3042 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3043 return RESULT_INT (0);
3044
3045 CLEAR_FLAG (op, FLAG_APPLIED);
3046
3047 switch (op->type)
3048 {
3049 case SKILL_TOOL:
3050 // unapplying a skill tool should also unapply the skill it governs
3051 // but this is hard, as it shouldn't do so when the skill can
3052 // be used for other reasons
3053 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3054 if (tmp->skill == op->skill
3055 && tmp->type == SKILL
3056 && tmp->flag [FLAG_APPLIED]
3057 && !tmp->flag [FLAG_CAN_USE_SKILL])
3058 unapply_special (who, tmp, 0);
3059
3060 change_abil (who, op);
3061 break;
3062
3063 case WEAPON:
3064 if (player *pl = who->contr)
3065 if (op == pl->combat_ob)
3066 {
3067 pl->combat_ob = 0;
3068 who->change_weapon (pl->ranged_ob);
3069 }
3070
3071 who->statusmsg (format ("You unwield %s.", query_name (op)));
3072
3073 change_abil (who, op);
3074 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3075 break;
3076
3077 case SKILL:
3078 if (who->contr)
3079 {
3080 if (IS_COMBAT_SKILL (op->subtype))
3081 who->change_weapon (who->contr->combat_ob = 0);
3082 else if (IS_RANGED_SKILL (op->subtype))
3083 who->change_weapon (who->contr->ranged_ob = 0);
3084
3085 if (op->invisible)
3086 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3087 else
3088 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3089 }
3090
3091 change_abil (who, op);
3092 CLEAR_FLAG (who, FLAG_READY_SKILL);
3093 break;
3094
3095 case ARMOUR:
3096 case HELMET:
3097 case SHIELD:
3098 case RING:
3099 case BOOTS:
3100 case GLOVES:
3101 case AMULET:
3102 case GIRDLE:
3103 case BRACERS:
3104 case CLOAK:
3105 who->statusmsg (format ("You unwear %s.", query_name (op)));
3106 change_abil (who, op);
3107 break;
3108
3109 case BOW:
3110 case WAND:
3111 case ROD:
3112 case HORN:
3113 if (player *pl = who->contr)
3114 {
3115 if (op == pl->ranged_ob)
3116 {
3117 pl->ranged_ob = 0;
3118 who->change_weapon (pl->combat_ob);
3119 }
3120
3121 who->statusmsg (format ("You unready %s.", query_name (op)));
3122 }
3123 else
3124 {
3125 who->change_skill (0);
3126
3127 if (op->type == BOW)
3128 CLEAR_FLAG (who, FLAG_READY_BOW);
3129 else
3130 CLEAR_FLAG (who, FLAG_READY_RANGE);
3131 }
3132
3133 break;
3134
3135 case BUILDER:
3136 if (who->contr)
3137 who->statusmsg (format ("You unready %s.", query_name (op)));
3138 break;
3139
3140 default:
3141 who->statusmsg (format ("You unapply %s.", query_name (op)));
3142 break;
3143 }
3144
3145 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3146 if (object *pl = op->visible_to ())
3147 esrv_send_item (pl, op);
3148
3149 who->update_stats ();
3150
3151 return 0;
3152 }
3153
3154 /**
3155 * Returns the object that is using location 'loc'.
3156 * Note that 'start' is the first object to start examing - we
3157 * then go through the below of this. In this way, you can do
3158 * something like:
3159 * tmp = get_next_item_from_body_location(who->inv, 1);
3160 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3161 * to find the second object that may use this location, etc.
3162 * Returns NULL if no match is found.
3163 * loc is the index into the array we are looking for a match.
3164 * don't return invisible objects unless they are skill objects
3165 * invisible other objects that use
3166 * up body locations can be used as restrictions.
3167 */
3168 static object *
3169 get_next_item_from_body_location (int loc, object *start)
3170 {
3171 for (object *tmp = start; tmp; tmp = tmp->below)
3172 if (tmp->flag [FLAG_APPLIED]
3173 && tmp->slot[loc].info
3174 && (!tmp->invisible || tmp->type == SKILL))
3175 return tmp;
3176
3177 return 0;
3178 }
3179
3180 /**
3181 * 'op' wants to apply an object, but can't because of other equipment.
3182 * This should only be called when it is known
3183 * that there are objects to unapply. This makes pretty heavy
3184 * use of get_item_from_body_location. It makes no intelligent choice
3185 * on objects - rather, the first that is matched is used.
3186 * Returns 0 on success, returns 1 if there is some problem.
3187 * if aflags is AP_PRINT, we instead print out waht to unapply
3188 * instead of doing it. This is a lot less code than having
3189 * another function that does just that.
3190 */
3191
3192 #define CANNOT_REMOVE_CURSED \
3193 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3194 "Praying over an altar, scrolls of remove curse/damnation, " \
3195 "priests or even other players might help.>"
3196
3197 static int
3198 unapply_for_ob (object *who, object *op, int aflags)
3199 {
3200 if (op->is_range ())
3201 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3202 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3203 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3204 {
3205 if (aflags & AP_PRINT)
3206 who->failmsg (query_name (tmp));
3207 else
3208 unapply_special (who, tmp, aflags);
3209 }
3210 else
3211 {
3212 /* In this case, we want to try and remove a cursed item.
3213 * While we know it won't work, we want unapply_special to
3214 * at least generate the message.
3215 */
3216 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3217 return 1;
3218 }
3219
3220 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3221 {
3222 /* this used up a slot that we need to free */
3223 if (op->slot[i].info)
3224 {
3225 object *last = who->inv;
3226
3227 /* We do a while loop - may need to remove several items in order
3228 * to free up enough slots.
3229 */
3230 while ((who->slot[i].used + op->slot[i].info) < 0)
3231 {
3232 object *tmp = get_next_item_from_body_location (i, last);
3233
3234 if (!tmp)
3235 {
3236 #if 0
3237 /* Not a bug - we'll get this if the player has cursed items
3238 * equipped.
3239 */
3240 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3241 #endif
3242 return 1;
3243 }
3244
3245 /* If we are just printing, we don't care about cursed status */
3246 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3247 {
3248 if (aflags & AP_PRINT)
3249 who->failmsg (query_name (tmp));
3250 else
3251 unapply_special (who, tmp, aflags);
3252 }
3253 else
3254 {
3255 /* Cursed item that we can't unequip - tell the player.
3256 * Note this could be annoying if this is just one of a few,
3257 * so it may not be critical (eg, putting on a ring and you have
3258 * one cursed ring.)
3259 */
3260 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3261 }
3262
3263 last = tmp->below;
3264 }
3265 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3266 * return in the !tmp would have kicked in.
3267 */
3268 } /* if op is using this body location */
3269 } /* for body lcoations */
3270
3271 return 0;
3272 }
3273
3274 /**
3275 * Checks to see if 'who' can apply object 'op'.
3276 * Returns 0 if apply can be done without anything special.
3277 * Otherwise returns a bitmask - potentially several of these may be
3278 * set, but largely depends on circumstance - in the future, processing
3279 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3280 * is set, do we really care what the other flags may be?)
3281 *
3282 * See include/define.h for detailed description of the meaning of
3283 * these return values.
3284 */
3285 int
3286 can_apply_object (object *who, object *op)
3287 {
3288 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3289 return RESULT_INT (0);
3290
3291 int retval = 0;
3292 object *tmp = 0, *ws = 0;
3293
3294 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3295 {
3296 if (op->slot[i].info)
3297 {
3298 /* Item uses more slots than we have */
3299 if (who->slot[i].info + op->slot [i].info < 0)
3300 {
3301 /* Could return now for efficiency - rest of info below isn't
3302 * really needed.
3303 */
3304 retval |= CAN_APPLY_NEVER;
3305 }
3306 else if (who->slot[i].used + op->slot[i].info < 0)
3307 {
3308 /* in this case, equipping this would use more free spots than
3309 * we have.
3310 */
3311
3312 /* if we have an applied weapon/shield, and unapply it would free
3313 * enough slots to equip the new item, then just set "can
3314 * apply unapply". We don't care about the logic below - if you have a
3315 * shield equipped and try to equip another shield, there is only
3316 * one choice. However, the check for the number of body locations
3317 * does take into the account cases where what is being applied
3318 * may be two handed for example.
3319 */
3320 if (ws)
3321 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3322 {
3323 retval |= CAN_APPLY_UNAPPLY;
3324 continue;
3325 }
3326
3327 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3328 if (!tmp1)
3329 {
3330 #if 0
3331 /* This is sort of an error, but happens a lot when old players
3332 * join in with more stuff equipped than they are now allowed.
3333 */
3334 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3335 #endif
3336 retval |= CAN_APPLY_NEVER;
3337 }
3338 else
3339 {
3340 /* need to unapply something. However, if this something
3341 * is different than we had found before, it means they need
3342 * to apply multiple objects
3343 */
3344 retval |= CAN_APPLY_UNAPPLY;
3345
3346 if (!tmp)
3347 tmp = tmp1;
3348 else if (tmp != tmp1)
3349 retval |= CAN_APPLY_UNAPPLY_MULT;
3350
3351 /* This object isn't using up all the slots, so there must
3352 * be another. If so, and it the new item doesn't need all
3353 * the slots, the player then has a choice.
3354 */
3355 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3356 && abs (op->slot[i].info) < who->slot[i].info)
3357 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3358
3359 /* Does unequippint 'tmp1' free up enough slots for this to be
3360 * equipped? If not, there must be something else to unapply.
3361 */
3362 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3363 retval |= CAN_APPLY_UNAPPLY_MULT;
3364 }
3365 } /* if not enough free slots */
3366 } /* if this object uses location i */
3367 } /* for i -> num_body_locations loop */
3368
3369 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3370 * really be controlled by use of body locations. We do have
3371 * the weapon/shield checks, and the range checks for monsters,
3372 * because you can't control those just by body location - bows, shields,
3373 * and weapons all use the same slot. Similar for horn/rod/wand - they
3374 * all use the same location.
3375 */
3376 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3377 retval |= CAN_APPLY_RESTRICTION;
3378
3379 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3380 retval |= CAN_APPLY_RESTRICTION;
3381
3382 if (who->type != PLAYER)
3383 {
3384 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3385 retval |= CAN_APPLY_RESTRICTION;
3386
3387 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3388 retval |= CAN_APPLY_RESTRICTION;
3389
3390 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3391 retval |= CAN_APPLY_RESTRICTION;
3392
3393 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3394 retval |= CAN_APPLY_RESTRICTION;
3395 }
3396
3397 return retval;
3398 }
3399
3400 /**
3401 * who is the object using the object. It can be a monster.
3402 * op is the object they are using. op is an equipment type item,
3403 * eg, one which you put on and keep on for a while, and not something
3404 * like a potion or scroll.
3405 *
3406 * function returns 1 if the action could not be completed, 0 on
3407 * success. However, success is a matter of meaning - if the
3408 * user passes the 'apply' flag to an object already applied,
3409 * nothing is done, and 0 is returned.
3410 *
3411 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3412 * AP_UNAPPLY=always unapply).
3413 *
3414 * Optional flags:
3415 * AP_NO_MERGE: don't merge an unapplied object with other objects
3416 * AP_IGNORE_CURSE: unapply cursed items
3417 * AP_NO_READY: do not ready skills when applying skill tools
3418 *
3419 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3420 *
3421 * apply_special() doesn't check for unpaid items.
3422 */
3423
3424 #define LACK_ITEM_POWER \
3425 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3426
3427 int
3428 apply_special (object *who, object *op, int aflags)
3429 {
3430 int basic_flag = aflags & AP_BASIC_FLAGS;
3431 object *tmp, *tmp2, *skop = NULL;
3432
3433 if (who == NULL)
3434 {
3435 LOG (llevError, "apply_special() from object without environment.\n");
3436 return 1;
3437 }
3438
3439 if (op->env != who)
3440 return 1; /* op is not in inventory */
3441
3442 /* trying to unequip op */
3443 if (QUERY_FLAG (op, FLAG_APPLIED))
3444 {
3445 /* always apply, so no reason to unapply */
3446 if (basic_flag == AP_APPLY)
3447 return 0;
3448
3449 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3450 {
3451 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3452 return 1;
3453 }
3454
3455 return unapply_special (who, op, aflags);
3456 }
3457 else if (basic_flag == AP_UNAPPLY)
3458 return 0;
3459
3460 // if the item is combat/ranged, wield the relevant slot first
3461 // to resolve conflicts.
3462 if (player *pl = who->contr)
3463 switch (op->slottype ())
3464 {
3465 case slot_combat: who->change_weapon (pl->combat_ob); break;
3466 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3467 }
3468
3469 splay (op);
3470
3471 /* Can't just apply this object. Lets see what not and what to do */
3472 if (int i = can_apply_object (who, op))
3473 {
3474 if (i & CAN_APPLY_NEVER)
3475 {
3476 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3477 return 1;
3478 }
3479 else if (i & CAN_APPLY_RESTRICTION)
3480 {
3481 who->failmsg (format (
3482 "You have a prohibition against using a %s. "
3483 "H<Your belief, profession or class prevents you from applying this item.>",
3484 query_name (op)
3485 ));
3486 return 1;
3487 }
3488
3489 if (who->type != PLAYER)
3490 {
3491 /* Some error, so don't try to equip something more */
3492 if (unapply_for_ob (who, op, aflags))
3493 return 1;
3494 }
3495 else
3496 {
3497 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3498 {
3499 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3500 unapply_for_ob (who, op, AP_PRINT);
3501 return 1;
3502 }
3503 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3504 if (unapply_for_ob (who, op, aflags))
3505 return 1;
3506 }
3507 }
3508
3509 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3510 {
3511 skop = find_skill_by_name (who, op->skill);
3512
3513 if (!skop)
3514 {
3515 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3516 return 1;
3517 }
3518 else
3519 /* While experience will be credited properly, we want to change the
3520 * skill so that the dam and wc get updated
3521 */
3522 who->change_skill (skop);
3523 }
3524
3525 if (!check_item_power (who, op->item_power))
3526 {
3527 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3528 return 1;
3529 }
3530
3531 /* Ok. We are now at the state where we can apply the new object.
3532 * Note that we don't have the checks for can_use_...
3533 * below - that is already taken care of by can_apply_object.
3534 */
3535 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3536
3537 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3538 return RESULT_INT (0);
3539
3540 switch (op->type)
3541 {
3542 case WEAPON:
3543 //TODO: this obviously fails for players using a shorter prefix
3544 // i.e. "R" can use Ragnarok's sword.
3545 if (op->level && !op->name.starts_with (who->name))
3546 {
3547 /* if the weapon does not have the name as the character, can't use it. */
3548 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3549 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3550
3551 if (tmp)
3552 insert_ob_in_ob (tmp, who);
3553
3554 return 1;
3555 }
3556
3557 if (!skop)
3558 {
3559 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3560 return 1;
3561 }
3562
3563 SET_FLAG (op, FLAG_APPLIED);
3564 who->change_skill (skop);
3565
3566 if (who->contr)
3567 who->change_weapon (who->contr->combat_ob = op);
3568
3569 who->statusmsg (format ("You wield %s.", query_name (op)));
3570
3571 SET_FLAG (who, FLAG_READY_WEAPON);
3572 change_abil (who, op);
3573 break;
3574
3575 case ARMOUR:
3576 case HELMET:
3577 case SHIELD:
3578 case BOOTS:
3579 case GLOVES:
3580 case GIRDLE:
3581 case BRACERS:
3582 case CLOAK:
3583 case RING:
3584 case AMULET:
3585 SET_FLAG (op, FLAG_APPLIED);
3586 who->statusmsg (format ("You wear %s.", query_name (op)));
3587 change_abil (who, op);
3588 break;
3589
3590 case SKILL_TOOL:
3591 // applying a skill tool also readies the skill
3592 SET_FLAG (op, FLAG_APPLIED);
3593
3594 if (!(aflags & AP_NO_READY))
3595 {
3596 skop = find_skill_by_name (who, op->skill);
3597 if (!skop->flag [FLAG_APPLIED])
3598 apply_special (who, skop, AP_APPLY);
3599 }
3600 break;
3601
3602 case SKILL:
3603 if (player *pl = who->contr)
3604 {
3605 if (IS_COMBAT_SKILL (op->subtype))
3606 {
3607 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3608 {
3609 for (object *item = who->inv; item; item = item->below)
3610 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3611 {
3612 if (item->skill == op->skill)
3613 {
3614 who->change_weapon (pl->combat_ob = item);
3615 goto found_weapon;
3616 }
3617 }
3618
3619 who->failmsg (format (
3620 "You need to apply a '%s' melee weapon before readying this skill. "
3621 "H<Some skills need an item, in this case a melee weapon, to function.>",
3622 &op->skill
3623 ));
3624 return 1;
3625
3626 found_weapon:;
3627 }
3628 else
3629 who->change_weapon (pl->combat_ob = op);
3630 }
3631 else if (IS_RANGED_SKILL (op->subtype))
3632 {
3633 if (skill_flags [op->subtype] & SF_NEED_BOW)
3634 {
3635 for (object *item = who->inv; item; item = item->below)
3636 if (item->type == BOW && item->flag [FLAG_APPLIED])
3637 {
3638 //TODO: bows should/must all have skill missile weapon right now
3639 who->change_weapon (pl->ranged_ob = item);
3640 goto found_bow;
3641 }
3642
3643 who->failmsg (
3644 "You need to apply a missile weapon before readying this skill. "
3645 "H<Some skills need an item, in this case a missile weapon, to function.>"
3646 );
3647 return 1;
3648
3649 found_bow:;
3650 }
3651 else
3652 who->change_weapon (pl->ranged_ob = op);
3653 }
3654
3655 if (!op->invisible)
3656 {
3657 who->statusmsg (format (
3658 "You ready %s."
3659 "You can now use the skill: %s.",
3660 query_name (op),
3661 &op->skill
3662 ));
3663 }
3664 else
3665 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3666 }
3667 else
3668 {
3669 SET_FLAG (op, FLAG_APPLIED);
3670 change_abil (who, op);
3671 who->chosen_skill = op;
3672 SET_FLAG (who, FLAG_READY_SKILL);
3673 }
3674
3675 break;
3676
3677 case BOW:
3678 if (op->level && !op->name.starts_with (who->name))
3679 {
3680 who->failmsg ("The weapon does not recognize you as its owner. "
3681 "H<Its name indicates that it belongs to somebody else.>");
3682 if (tmp)
3683 insert_ob_in_ob (tmp, who);
3684
3685 return 1;
3686 }
3687
3688 /*FALLTHROUGH*/
3689 case WAND:
3690 case ROD:
3691 case HORN:
3692 /* check for skill, alter player status */
3693
3694 if (!skop)
3695 {
3696 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3697 return 1;
3698 }
3699
3700 SET_FLAG (op, FLAG_APPLIED);
3701 who->change_skill (skop);
3702
3703 if (who->contr)
3704 {
3705 who->contr->ranged_ob = op;
3706
3707 who->statusmsg (format ("You ready %s.", query_name (op)));
3708
3709 if (op->type == BOW)
3710 {
3711 who->current_weapon = op;
3712 change_abil (who, op);
3713 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3714 }
3715 }
3716 else
3717 {
3718 if (op->type == BOW)
3719 SET_FLAG (who, FLAG_READY_BOW);
3720 else
3721 SET_FLAG (who, FLAG_READY_RANGE);
3722 }
3723
3724 break;
3725
3726 case BUILDER:
3727 if (who->type == PLAYER)
3728 {
3729 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3730 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3731 unapply_special (who, who->contr->ranged_ob, 0);
3732
3733 who->statusmsg (format ("You ready your %s.", query_name (op)));
3734
3735 who->contr->ranged_ob = op;
3736 }
3737 break;
3738
3739 default:
3740 who->statusmsg (format ("You apply %s.", query_name (op)));
3741 }
3742
3743 SET_FLAG (op, FLAG_APPLIED);
3744
3745 if (tmp)
3746 who->insert (tmp);
3747
3748 who->update_stats ();
3749
3750 /* We exclude spell casting objects. The fire code will set the
3751 * been applied flag when they are used - until that point,
3752 * you don't know anything about them.
3753 */
3754 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3755 SET_FLAG (op, FLAG_BEEN_APPLIED);
3756
3757 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3758 if (who->type == PLAYER)
3759 {
3760 who->failmsg (
3761 "Oops, it feels deadly cold! "
3762 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3763 );
3764 SET_FLAG (op, FLAG_KNOWN_CURSED);
3765 }
3766
3767 if (object *pl = op->visible_to ())
3768 esrv_send_item (pl, op);
3769
3770 return 0;
3771 }
3772
3773 /**
3774 * Map was just loaded, handle op's initialisation.
3775 *
3776 * Generates shop floor's item, and treasures.
3777 */
3778 int
3779 auto_apply (object *op)
3780 {
3781 object *tmp = NULL, *tmp2;
3782 int i;
3783
3784 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3785
3786 switch (op->type)
3787 {
3788 case SHOP_FLOOR:
3789 if (!op->has_random_items ())
3790 return 0;
3791
3792 do
3793 {
3794 i = 10; /* let's give it 10 tries */
3795 while ((tmp = generate_treasure (op->randomitems,
3796 op->stats.exp
3797 ? (int) op->stats.exp
3798 : max (op->map->difficulty, 5)))
3799 == NULL && --i);
3800
3801 if (tmp == NULL)
3802 return 0;
3803
3804 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3805 {
3806 tmp->destroy ();
3807 tmp = NULL;
3808 }
3809 }
3810 while (!tmp);
3811
3812 tmp->x = op->x;
3813 tmp->y = op->y;
3814 SET_FLAG (tmp, FLAG_UNPAID);
3815 insert_ob_in_map (tmp, op->map, NULL, 0);
3816 identify (tmp);
3817 break;
3818
3819 case TREASURE:
3820 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3821 return 0;
3822
3823 while (op->stats.hp-- > 0)
3824 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3825 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3826
3827 /* If we generated an object and put it in this object inventory,
3828 * move it to the parent object as the current object is about
3829 * to disappear. An example of this item is the random_* stuff
3830 * that is put inside other objects.
3831 */
3832 if (op->env)
3833 while (op->inv)
3834 op->env->insert (op->inv);
3835
3836 op->destroy ();
3837 break;
3838 }
3839
3840 return !!tmp;
3841 }
3842
3843 /**
3844 * fix_auto_apply goes through the entire map every time a map
3845 * is loaded or swapped in and performs special actions for
3846 * certain objects (most initialization of chests and creation of
3847 * treasures and stuff). Calls auto_apply if appropriate.
3848 */
3849 void
3850 maptile::fix_auto_apply ()
3851 {
3852 if (!spaces)
3853 return;
3854
3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3856 for (object *tmp = ms->bot; tmp; )
3857 {
3858 object *above = tmp->above;
3859
3860 if (tmp->inv)
3861 {
3862 object *invtmp, *invnext;
3863
3864 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3865 {
3866 invnext = invtmp->below;
3867
3868 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3869 auto_apply (invtmp);
3870 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3871 {
3872 while (invtmp->stats.hp-- > 0)
3873 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3874
3875 invtmp->randomitems = NULL;
3876 }
3877 else if (invtmp && invtmp->arch
3878 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3879 {
3880 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3881 /* Need to clear this so that we never try to create
3882 * treasure again for this object
3883 */
3884 invtmp->randomitems = NULL;
3885 }
3886 }
3887
3888 /* This is really temporary - the code at the bottom will
3889 * also set randomitems to null. The problem is there are bunches
3890 * of maps/players already out there with items that have spells
3891 * which haven't had the randomitems set to null yet.
3892 * MSW 2004-05-13
3893 *
3894 * And if it's a spellbook, it's better to set randomitems to NULL too,
3895 * else you get two spells in the book ^_-
3896 * Ryo 2004-08-16
3897 */
3898 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3899 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3900 tmp->randomitems = NULL;
3901 }
3902
3903 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3904 auto_apply (tmp);
3905 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3906 {
3907 while ((tmp->stats.hp--) > 0)
3908 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3909 tmp->randomitems = NULL;
3910 }
3911 else if (tmp->type == TIMED_GATE)
3912 {
3913 object *head = tmp->head != NULL ? tmp->head : tmp;
3914
3915 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3916 tmp->set_speed (0);
3917 }
3918 /* This function can be called everytime a map is loaded, even when
3919 * swapping back in. As such, we don't want to create the treasure
3920 * over and ove again, so after we generate the treasure, blank out
3921 * randomitems so if it is swapped in again, it won't make anything.
3922 * This is a problem for the above objects, because they have counters
3923 * which say how many times to make the treasure.
3924 */
3925 else if (tmp && tmp->arch && tmp->type != PLAYER
3926 && tmp->type != TREASURE && tmp->type != SPELL
3927 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3928 {
3929 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3930 tmp->randomitems = NULL;
3931 }
3932
3933 // close all containers
3934 else if (tmp->type == CONTAINER)
3935 tmp->flag [FLAG_APPLIED] = 0;
3936
3937 tmp = above;
3938 }
3939
3940 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3941 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3942 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3943 check_trigger (tmp, tmp->above, tmp->above);
3944 }
3945
3946 /**
3947 * Handles player eating food that temporarily changes status (resistances, stats).
3948 * This used to call cast_change_attr(), but
3949 * that doesn't work with the new spell code. Since we know what
3950 * the food changes, just grab a force and use that instead.
3951 */
3952 void
3953 eat_special_food (object *who, object *food)
3954 {
3955 object *force;
3956 int i, did_one = 0;
3957
3958 char buf[64];
3959 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3960 shstr key (buf);
3961
3962 /* bigger morsel of food = longer effect time */
3963 int duration = TIME2TICK (food->stats.food);
3964
3965 if (force = who->force_find (key))
3966 {
3967 if (duration > fabs (force->speed_left / force->speed))
3968 {
3969 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));
3970 force->force_set_timer (duration);
3971 }
3972 else
3973 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3974
3975 return;
3976 }
3977 else
3978 {
3979 force = who->force_add (key, duration);
3980 force->name = key;
3981
3982 /* check if the food affects a stat */
3983 for (i = 0; i < NUM_STATS; i++)
3984 if (sint8 k = food->stats.stat (i))
3985 {
3986 force->stats.stat (i) = k;
3987 did_one = 1;
3988 }
3989
3990 /* check if we can protect the eater */
3991 for (i = 0; i < NROFATTACKS; i++)
3992 {
3993 if (food->resist[i] > 0)
3994 {
3995 force->resist[i] = food->resist[i];
3996 did_one = 1;
3997 }
3998 }
3999
4000 if (did_one)
4001 {
4002 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));
4003
4004 /* make the force take effect and report effects to user */
4005 change_abil (who, force);
4006 }
4007 else
4008 force->destroy ();
4009 }
4010
4011 /* check for hp, sp change */
4012 if (food->stats.hp != 0)
4013 {
4014 if (QUERY_FLAG (food, FLAG_CURSED))
4015 {
4016 who->contr->killer = food;
4017 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4018 who->failmsg ("Eck!...that was poisonous!");
4019 }
4020 else
4021 {
4022 if (food->stats.hp > 0)
4023 who->statusmsg ("You begin to feel better.");
4024 else
4025 who->failmsg ("Eck!...that was poisonous!");
4026
4027 who->stats.hp += food->stats.hp;
4028 }
4029 }
4030
4031 if (food->stats.sp != 0)
4032 {
4033 if (QUERY_FLAG (food, FLAG_CURSED))
4034 {
4035 who->failmsg ("You are drained of mana!");
4036 who->stats.sp -= food->stats.sp;
4037 if (who->stats.sp < 0)
4038 who->stats.sp = 0;
4039 }
4040 else
4041 {
4042 who->statusmsg ("You feel a rush of magical energy!");
4043 who->stats.sp += food->stats.sp;
4044 /* place limit on max sp from food? */
4045 }
4046 }
4047
4048 who->update_stats ();
4049 }
4050
4051 void
4052 apply_changes_to_player (object *pl, object *change)
4053 {
4054 int excess_stat = 0; /* if the stat goes over the maximum
4055 for the race, put the excess stat some
4056 where else. */
4057
4058 switch (change->type)
4059 {
4060 case CLASS:
4061 {
4062 living *stats = &(pl->contr->orig_stats);
4063 living *ns = &(change->stats);
4064 object *walk;
4065 int flag_change_face = 1;
4066
4067 /* the following code assigns stats up to the stat max
4068 * for the race, and if the stat max is exceeded,
4069 * tries to randomly reassign the excess stat
4070 */
4071 int i, j;
4072
4073 for (i = 0; i < NUM_STATS; i++)
4074 {
4075 int race_bonus = pl->arch->stats.stat (i);
4076 sint8 stat = stats->stat (i) + ns->stat (i);
4077
4078 if (stat > 20 + race_bonus)
4079 {
4080 excess_stat++;
4081 stat = 20 + race_bonus;
4082 }
4083
4084 stats->stat (i) = stat;
4085 }
4086
4087 for (j = 0; excess_stat > 0 && j < 100; j++)
4088 { /* try 100 times to assign excess stats */
4089 int i = rndm (0, 6);
4090
4091 if (i == CHA)
4092 continue; /* exclude cha from this */
4093
4094 int stat = stats->stat (i);
4095 int race_bonus = pl->arch->stats.stat (i);
4096 if (stat < 20 + race_bonus)
4097 {
4098 change_attr_value (stats, i, 1);
4099 excess_stat--;
4100 }
4101 }
4102
4103 /* insert the randomitems from the change's treasurelist into
4104 * the player ref: player.c
4105 */
4106 if (change->randomitems)
4107 give_initial_items (pl, change->randomitems);
4108
4109 /* set up the face, for some races. */
4110
4111 /* first, look for the force object banning
4112 * changing the face. Certain races never change face with class.
4113 */
4114 for (walk = pl->inv; walk; walk = walk->below)
4115 if (walk->name == shstr_NOCLASSFACECHANGE)
4116 flag_change_face = 0;
4117
4118 if (flag_change_face)
4119 {
4120 pl->face = change->face;
4121 pl->animation_id = change->animation_id;
4122 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4123 }
4124
4125 /* check the special case of can't use weapons */
4126 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4127 if (change->name == shstr_monk)
4128 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4129
4130 break;
4131 }
4132 }
4133 }
4134