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Revision: 1.124
Committed: Thu Aug 16 11:01:10 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.123: +127 -134 lines
Log Message:
first, untested, try at spicing up the message system

File Contents

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