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Revision: 1.238
Committed: Sun Apr 4 04:10:47 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.237: +36 -16 lines
Log Message:
tuning

File Contents

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