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Revision: 1.134
Committed: Sat Oct 20 04:39:59 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.133: +2 -9 lines
Log Message:
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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 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418 }
419
420 /****************************************************************************
421 * Weapon improvement code follows
422 ****************************************************************************/
423
424 /**
425 * This returns the sum of nrof of item (arch name).
426 */
427 static int
428 check_item (object *op, const char *item)
429 {
430 int count = 0;
431
432 if (!item)
433 return 0;
434
435 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof;
446 }
447 }
448 }
449
450 return count;
451 }
452
453 /**
454 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only
456 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects.
458 */
459 static void
460 eat_item (object *op, const char *item, uint32 nrof)
461 {
462 object *prev;
463
464 prev = op;
465 op = op->below;
466
467 while (op)
468 {
469 if (strcmp (op->arch->archname, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
482 op = prev;
483 }
484
485 prev = op;
486 op = op->below;
487 }
488 }
489
490 /**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497 static int
498 check_weapon_power (const object *who, int improvs)
499 {
500 /* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504 #if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510 #else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538 #endif
539 }
540
541 /**
542 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */
545 static int
546 check_sacrifice (object *op, const object *improver)
547 {
548 int count = 0;
549
550 if (improver->slaying)
551 {
552 count = check_item (op, improver->slaying);
553 if (count < 1)
554 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
556 return 0;
557 }
558 }
559 else
560 count = 1;
561
562 return count;
563 }
564
565 /**
566 * Actually improves the weapon, and tells user.
567 */
568 static int
569 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570 {
571 stat += sacrifice_count;
572 weapon->last_eat++;
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
584 return 1;
585 }
586
587 /* Types of improvements, hidden in the sp field. */
588 #define IMPROVE_PREPARE 1
589 #define IMPROVE_DAMAGE 2
590 #define IMPROVE_WEIGHT 3
591 #define IMPROVE_ENCHANT 4
592 #define IMPROVE_STR 5
593 #define IMPROVE_DEX 6
594 #define IMPROVE_CON 7
595 #define IMPROVE_WIS 8
596 #define IMPROVE_CHA 9
597 #define IMPROVE_INT 10
598 #define IMPROVE_POW 11
599
600 /**
601 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on.
603 */
604 int
605 prepare_weapon (object *op, object *improver, object *weapon)
606 {
607 int sacrifice_count, i;
608 char buf[MAX_BUF];
609
610 if (weapon->level != 0)
611 {
612 op->failmsg ("Weapon is already prepared!");
613 return 0;
614 }
615
616 for (i = 0; i < NROFATTACKS; i++)
617 if (weapon->resist[i])
618 break;
619
620 /* If we break out, i will be less than nrofattacks, preventing
621 * improvement of items that already have protections.
622 */
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */
627 {
628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
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->failmsg ("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->failmsg ("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->failmsg ("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->failmsg (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->failmsg ("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->failmsg ("Something blocks the magic of the scroll!");
786 return 0;
787 }
788
789 otmp = find_marked_object (op);
790 if (!otmp)
791 {
792 op->failmsg ("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->failmsg ("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->failmsg ("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->failmsg ("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->failmsg ("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->failmsg (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->failmsg ("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
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1323 msgType = get_readable_message_type (sign);
1324 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1328 }
1329
1330 /**
1331 * 'victim' moves onto 'trap'
1332 * 'victim' leaves 'trap'
1333 * effect is determined by move_on/move_off of trap and move_type of victime.
1334 *
1335 * originator: Player, monster or other object that caused 'victim' to move
1336 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1337 * However, some types of traps require an originator to function.
1338 */
1339 void
1340 move_apply (object *trap, object *victim, object *originator)
1341 {
1342 static int recursion_depth = 0;
1343
1344 /* Only exits affect DMs. */
1345 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1346 return;
1347
1348 /* move_apply() is the most likely candidate for causing unwanted and
1349 * possibly unlimited recursion.
1350 */
1351 /* The following was changed because it was causing perfeclty correct
1352 * maps to fail. 1) it's not an error to recurse:
1353 * rune detonates, summoning monster. monster lands on nearby rune.
1354 * nearby rune detonates. This sort of recursion is expected and
1355 * proper. This code was causing needless crashes.
1356 */
1357 if (recursion_depth >= 500)
1358 {
1359 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1361 return;
1362 }
1363
1364 recursion_depth++;
1365 if (trap->head)
1366 trap = trap->head;
1367
1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1369 goto leave;
1370
1371 switch (trap->type)
1372 {
1373 case PLAYERMOVER:
1374 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1375 {
1376 if (!trap->stats.maxsp)
1377 trap->stats.maxsp = 2;
1378
1379 /* Is this correct? From the docs, it doesn't look like it
1380 * should be divided by trap->speed
1381 */
1382 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1383
1384 /* Just put in some sanity check. I think there is a bug in the
1385 * above with some objects have zero speed, and thus the player
1386 * getting permanently paralyzed.
1387 */
1388 if (victim->speed_left < -50.f)
1389 victim->speed_left = -50.f;
1390 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1391 }
1392 goto leave;
1393
1394 case SPINNER:
1395 if (victim->direction)
1396 {
1397 victim->direction = absdir (victim->direction - trap->stats.sp);
1398 update_turn_face (victim);
1399 }
1400 goto leave;
1401
1402 case DIRECTOR:
1403 if (victim->direction && !should_director_abort (trap, victim))
1404 {
1405 victim->direction = trap->stats.sp;
1406 update_turn_face (victim);
1407 }
1408 goto leave;
1409
1410 case BUTTON:
1411 case PEDESTAL:
1412 update_button (trap);
1413 goto leave;
1414
1415 case ALTAR:
1416 /* sacrifice victim on trap */
1417 apply_altar (trap, victim, originator);
1418 goto leave;
1419
1420 case THROWN_OBJ:
1421 if (trap->inv == NULL)
1422 goto leave;
1423 /* fallthrough */
1424
1425 case ARROW:
1426 /* bad bug: monster throw a object, make a step forwards, step on object ,
1427 * trigger this here and get hit by own missile - and will be own enemy.
1428 * Victim then is his own enemy and will start to kill herself (this is
1429 * removed) but we have not synced victim and his missile. To avoid senseless
1430 * action, we avoid hits here
1431 */
1432 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1433 hit_with_arrow (trap, victim);
1434 goto leave;
1435
1436 case SPELL_EFFECT:
1437 apply_spell_effect (trap, victim);
1438 goto leave;
1439
1440 case TRAPDOOR:
1441 {
1442 int max, sound_was_played;
1443 object *ab, *ab_next;
1444
1445 if (!trap->value)
1446 {
1447 int tot;
1448
1449 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1450 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1451 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1452
1453 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1454 goto leave;
1455
1456 SET_ANIMATION (trap, trap->value);
1457 update_object (trap, UP_OBJ_FACE);
1458 }
1459
1460 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1461 {
1462 /* need to set this up, since if we do transfer the object,
1463 * ab->above would be bogus
1464 */
1465 ab_next = ab->above;
1466
1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1468 {
1469 if (!sound_was_played)
1470 {
1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 sound_was_played = 1;
1473 }
1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1477 }
1478 }
1479 goto leave;
1480 }
1481
1482 case CONVERTER:
1483 if (convert_item (victim, trap) < 0)
1484 {
1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1486 get_archetype ("burnout")->insert_at (trap, trap);
1487 }
1488
1489 goto leave;
1490
1491 case TRIGGER_BUTTON:
1492 case TRIGGER_PEDESTAL:
1493 case TRIGGER_ALTAR:
1494 check_trigger (trap, victim);
1495 goto leave;
1496
1497 case DEEP_SWAMP:
1498 walk_on_deep_swamp (trap, victim);
1499 goto leave;
1500
1501 case CHECK_INV:
1502 check_inv (victim, trap);
1503 goto leave;
1504
1505 case HOLE:
1506 /* Hole not open? */
1507 if (trap->stats.wc > 0)
1508 goto leave;
1509
1510 /* Is this a multipart monster and not the head? If so, return.
1511 * Processing will happen if the head runs into the pit
1512 */
1513 if (victim->head)
1514 goto leave;
1515
1516 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1517 victim->statusmsg ("You fall through the hole!", NDI_RED);
1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1519 goto leave;
1520
1521 case EXIT:
1522 if (victim->type == PLAYER && EXIT_PATH (trap))
1523 {
1524 /* Basically, don't show exits leading to random maps the
1525 * players output.
1526 */
1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1528 victim->statusmsg (trap->msg, NDI_NAVY);
1529
1530 trap->play_sound (trap->sound);
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 spring_trap (trap, victim);
1563 goto leave;
1564
1565 default:
1566 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1568 goto leave;
1569 }
1570
1571 leave:
1572 recursion_depth--;
1573 }
1574
1575 /**
1576 * Handles reading a regular (ie not containing a spell) book.
1577 */
1578 static void
1579 apply_book (object *op, object *tmp)
1580 {
1581 int lev_diff;
1582 object *skill_ob;
1583
1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1585 {
1586 op->failmsg ("You are unable to read while blind!");
1587 return;
1588 }
1589
1590 if (!tmp->msg)
1591 {
1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1593 return;
1594 }
1595
1596 /* need a literacy skill to read stuff! */
1597 skill_ob = find_skill_by_name (op, tmp->skill);
1598 if (!skill_ob)
1599 {
1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1601 return;
1602 }
1603
1604 lev_diff = tmp->level - (skill_ob->level + 5);
1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1606 {
1607 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1612 : "This book is totally beyond your comprehension.");
1613 return;
1614 }
1615
1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1622 else
1623 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1624 msgType->message_type, msgType->message_subtype,
1625 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1626 long_desc (tmp, op), &tmp->msg);
1627
1628 /* gain xp from reading */
1629 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1630 { /* only if not read before */
1631 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1632
1633 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1634 {
1635 /*exp_gain *= 2; because they just identified it too */
1636 SET_FLAG (tmp, FLAG_IDENTIFIED);
1637
1638 /* If in a container, update how it looks */
1639 if (tmp->env)
1640 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1641 else
1642 op->contr->ns->floorbox_update ();
1643 }
1644
1645 change_exp (op, exp_gain, skill_ob->skill, 0);
1646 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1647 }
1648 }
1649
1650 /**
1651 * Handles the applying of a skill scroll, calling learn_skill straight.
1652 * op is the person learning the skill, tmp is the skill scroll object
1653 */
1654 static void
1655 apply_skillscroll (object *op, object *tmp)
1656 {
1657 switch (learn_skill (op, tmp))
1658 {
1659 case 0:
1660 op->play_sound (sound_find ("generic_fail"));
1661 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1662 break;
1663
1664 case 1:
1665 decrease_ob (tmp);
1666 op->play_sound (sound_find ("skill_learn"));
1667 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1668 break;
1669
1670 default:
1671 decrease_ob (tmp);
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1674 break;
1675 }
1676 }
1677
1678 /**
1679 * Actually makes op learn spell.
1680 * Informs player of what happens.
1681 */
1682 void
1683 do_learn_spell (object *op, object *spell, int special_prayer)
1684 {
1685 object *tmp;
1686
1687 if (op->type != PLAYER)
1688 {
1689 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1690 return;
1691 }
1692
1693 /* Upgrade special prayers to normal prayers */
1694 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1695 {
1696 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1697 {
1698 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1699 return;
1700 }
1701 return;
1702 }
1703
1704 op->contr->play_sound (sound_find ("learn_spell"));
1705
1706 tmp = spell->clone ();
1707 insert_ob_in_ob (tmp, op);
1708
1709 if (special_prayer)
1710 SET_FLAG (tmp, FLAG_STARTEQUIP);
1711
1712 esrv_add_spells (op->contr, tmp);
1713 }
1714
1715 /**
1716 * Erases spell from player's inventory.
1717 */
1718 void
1719 do_forget_spell (object *op, const char *spell)
1720 {
1721 object *spob;
1722
1723 if (op->type != PLAYER)
1724 {
1725 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1726 return;
1727 }
1728 if ((spob = check_spell_known (op, spell)) == NULL)
1729 {
1730 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1731 return;
1732 }
1733
1734 op->failmsg (format ("You lose knowledge of %s.", spell));
1735 player_unready_range_ob (op->contr, spob);
1736 esrv_remove_spell (op->contr, spob);
1737 spob->destroy ();
1738 }
1739
1740 /**
1741 * Handles player applying a spellbook.
1742 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1743 * stuff like that. Random learning failure too.
1744 */
1745 static void
1746 apply_spellbook (object *op, object *tmp)
1747 {
1748 object *skop, *spell, *spell_skill;
1749
1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751 {
1752 op->failmsg ("You are unable to read while blind.");
1753 return;
1754 }
1755
1756 /* artifact_spellbooks have 'slaying' field point to a spell name,
1757 * instead of having their spell stored in stats.sp. These are
1758 * legacy spellbooks
1759 */
1760 if (tmp->slaying)
1761 {
1762 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1763 if (!spell)
1764 {
1765 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1766 return;
1767 }
1768 else
1769 insert_ob_in_ob (spell, tmp);
1770
1771 tmp->slaying = 0;
1772 }
1773
1774 skop = find_skill_by_name (op, tmp->skill);
1775
1776 /* need a literacy skill to learn spells. Also, having a literacy level
1777 * lower than the spell will make learning the spell more difficult */
1778 if (!skop)
1779 {
1780 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1781 return;
1782 }
1783
1784 spell = tmp->inv;
1785
1786 if (!spell)
1787 {
1788 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1789 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1790 return;
1791 }
1792
1793 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1794 {
1795 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1796 return;
1797 }
1798
1799 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1800
1801 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1802 {
1803 identify (tmp);
1804
1805 if (tmp->env)
1806 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1807 else
1808 op->contr->ns->floorbox_update ();
1809 }
1810
1811 /* I removed the check for special_prayer_mark here - it didn't make
1812 * a lot of sense - special prayers are not found in spellbooks, and
1813 * if the player doesn't know the spell, doesn't make a lot of sense that
1814 * they would have a special prayer mark.
1815 */
1816 if (check_spell_known (op, spell->name))
1817 {
1818 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1819 return;
1820 }
1821
1822 if (spell->skill)
1823 {
1824 spell_skill = find_skill_by_name (op, spell->skill);
1825
1826 if (!spell_skill)
1827 {
1828 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1829 return;
1830 }
1831
1832 if (spell_skill->level < spell->level)
1833 {
1834 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1835 return;
1836 }
1837 }
1838
1839 /* Logic as follows
1840 *
1841 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1842 *
1843 * 2- The learner's skill level in literacy adjusts the chance to learn
1844 * a spell.
1845 *
1846 * 3 -Automatically fail to learn if you read while confused
1847 *
1848 * Overall, chances are the same but a player will find having a high
1849 * literacy rate very useful! -b.t.
1850 */
1851 if (QUERY_FLAG (op, FLAG_CONFUSED))
1852 {
1853 op->failmsg ("In your confused state you flub the wording of the text!");
1854 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1855 }
1856 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1857 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1858 {
1859 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1860 do_learn_spell (op, spell, 0);
1861
1862 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 }
1866 else
1867 {
1868 op->contr->play_sound (sound_find ("fumble_spell"));
1869 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1870 }
1871
1872 decrease_ob (tmp);
1873 }
1874
1875 /**
1876 * Handles applying a spell scroll.
1877 */
1878 void
1879 apply_scroll (object *op, object *tmp, int dir)
1880 {
1881 object *skop;
1882
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 {
1885 op->failmsg ("You are unable to read while blind.");
1886 return;
1887 }
1888
1889 if (!tmp->inv || tmp->inv->type != SPELL)
1890 {
1891 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1892 return;
1893 }
1894
1895 if (op->type == PLAYER)
1896 {
1897 /* players need a literacy skill to read stuff! */
1898 int exp_gain = 0;
1899
1900 /* hard code literacy - tmp->skill points to where the exp
1901 * should go for anything killed by the spell.
1902 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904
1905 if (!skop)
1906 {
1907 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1908 return;
1909 }
1910
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0);
1913 }
1914
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp);
1917
1918 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1919
1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 decrease_ob (tmp);
1922 }
1923
1924 /**
1925 * Applies a treasure object - by default, chest. op
1926 * is the person doing the applying, tmp is the treasure
1927 * chest.
1928 */
1929 static void
1930 apply_treasure (object *op, object *tmp)
1931 {
1932 /* Nice side effect of this treasure creation method is that the treasure
1933 * for the chest is done when the chest is created, and put into the chest
1934 * inventory. So that when the chest burns up, the items still exist. Also
1935 * prevents people from moving chests to more difficult maps to get better
1936 * treasure
1937 */
1938 object *treas = tmp->inv;
1939
1940 if (!treas)
1941 {
1942 op->statusmsg ("The chest was empty.");
1943 decrease_ob (tmp);
1944 return;
1945 }
1946
1947 while (tmp->inv)
1948 {
1949 treas = tmp->inv;
1950 treas->remove ();
1951
1952 treas->x = op->x;
1953 treas->y = op->y;
1954 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1955
1956 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1957 spring_trap (treas, op);
1958
1959 /* If either player or container was destroyed, no need to do
1960 * further processing. I think this should be enclused with
1961 * spring trap above, as I don't think there is otherwise
1962 * any way for the treasure chest or player to get killed.
1963 */
1964 if (op->destroyed () || tmp->destroyed ())
1965 break;
1966 }
1967
1968 if (!tmp->destroyed () && !tmp->inv)
1969 decrease_ob (tmp);
1970 }
1971
1972 /**
1973 * op eats food.
1974 * If player, takes care of messages and dragon special food.
1975 */
1976 static void
1977 apply_food (object *op, object *tmp)
1978 {
1979 int capacity_remaining;
1980
1981 if (op->type != PLAYER)
1982 op->stats.hp = op->stats.maxhp;
1983 else
1984 {
1985 /* check if this is a dragon (player), eating some flesh */
1986 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1987 ;
1988 else
1989 {
1990 /* usual case - no dragon meal: */
1991 if (op->stats.food + tmp->stats.food > 999)
1992 {
1993 if (tmp->type == FOOD || tmp->type == FLESH)
1994 op->failmsg ("You feel full, but what a waste of food!");
1995 else
1996 op->statusmsg ("Most of the drink goes down your face not your throat!");
1997 }
1998
1999 tmp->play_sound (
2000 tmp->sound
2001 ? tmp->sound
2002 : tmp->type == DRINK
2003 ? sound_find ("eat_drink")
2004 : sound_find ("eat_food")
2005 );
2006
2007 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2008 {
2009 const char *buf;
2010
2011 if (!is_dragon_pl (op))
2012 {
2013 /* eating message for normal players */
2014 if (tmp->type == DRINK)
2015 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2016 else
2017 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2018 }
2019 else
2020 /* eating message for dragon players */
2021 buf = format ("The %s tasted terrible!", &tmp->name);
2022
2023 op->statusmsg (buf);
2024
2025 capacity_remaining = 999 - op->stats.food;
2026 op->stats.food += tmp->stats.food;
2027 if (capacity_remaining < tmp->stats.food)
2028 op->stats.hp += capacity_remaining / 50;
2029 else
2030 op->stats.hp += tmp->stats.food / 50;
2031
2032 if (op->stats.hp > op->stats.maxhp)
2033 op->stats.hp = op->stats.maxhp;
2034 if (op->stats.food > 999)
2035 op->stats.food = 999;
2036 }
2037
2038 /* special food hack -b.t. */
2039 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2040 eat_special_food (op, tmp);
2041 }
2042 }
2043
2044 handle_apply_yield (tmp);
2045 decrease_ob (tmp);
2046 }
2047
2048 /**
2049 * A dragon is eating some flesh. If the flesh contains resistances,
2050 * there is a chance for the dragon's skin to get improved.
2051 *
2052 * attributes:
2053 * object *op the object (dragon player) eating the flesh
2054 * object *meal the flesh item, getting chewed in dragon's mouth
2055 * return:
2056 * int 1 if eating successful, 0 if it doesn't work
2057 */
2058 int
2059 dragon_eat_flesh (object *op, object *meal)
2060 {
2061 object *skin = NULL; /* pointer to dragon skin force */
2062 object *abil = NULL; /* pointer to dragon ability force */
2063 object *tmp = NULL; /* tmp. object */
2064
2065 double chance; /* improvement-chance of one resistance type */
2066 double totalchance = 1; /* total chance of gaining one resistance */
2067 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2068 double mbonus = 0; /* monster bonus */
2069 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2070 int winners = 0; /* number of winners */
2071 int i; /* index */
2072
2073 /* let's make sure and doublecheck the parameters */
2074 if (meal->type != FLESH || !is_dragon_pl (op))
2075 return 0;
2076
2077 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2078 from the player's inventory */
2079 for (tmp = op->inv; tmp; tmp = tmp->below)
2080 if (tmp->type == FORCE)
2081 if (tmp->arch->archname == shstr_dragon_skin_force)
2082 skin = tmp;
2083 else if (tmp->arch->archname == shstr_dragon_ability_force)
2084 abil = tmp;
2085
2086 /* if either skin or ability are missing, this is an old player
2087 which is not to be considered a dragon -> bail out */
2088 if (skin == NULL || abil == NULL)
2089 return 0;
2090
2091 /* now start by filling stomache and health, according to food-value */
2092 if ((999 - op->stats.food) < meal->stats.food)
2093 op->stats.hp += (999 - op->stats.food) / 50;
2094 else
2095 op->stats.hp += meal->stats.food / 50;
2096
2097 if (op->stats.hp > op->stats.maxhp)
2098 op->stats.hp = op->stats.maxhp;
2099
2100 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2101
2102 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2103
2104 /* on to the interesting part: chances for adding resistance */
2105 for (i = 0; i < NROFATTACKS; i++)
2106 {
2107 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2108 {
2109 /* got positive resistance, now calculate improvement chance (0-100) */
2110
2111 /* this bonus makes resistance increase easier at lower levels */
2112 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2113 if (i == abil->stats.exp)
2114 bonus += 5; /* additional bonus for resistance of ability-focus */
2115
2116 /* monster bonus increases with level, because high-level
2117 flesh is too rare */
2118 mbonus = op->level * 20. / ((double) settings.max_level);
2119
2120 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2121 ((double) settings.max_level)) - skin->resist[i];
2122
2123 if (chance >= 0.)
2124 chance += 1.;
2125 else
2126 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2127
2128 /* chance is proportional to amount of resistance (max. 50) */
2129 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2130
2131 /* doubled chance for resistance of ability-focus */
2132 if (i == abil->stats.exp)
2133 chance = MIN (100., chance * 2.);
2134
2135 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2136 if (rndm (10000) < (unsigned int) (chance * 100))
2137 {
2138 atnr_winner[winners] = i;
2139 winners++;
2140 }
2141
2142 if (chance >= 0.01)
2143 totalchance *= 1 - chance / 100;
2144
2145 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2146 }
2147 }
2148
2149 /* inverse totalchance as until now we have the failure-chance */
2150 totalchance = 100 - totalchance * 100;
2151
2152 /* print message according to totalchance */
2153 const char *buf;
2154 if (totalchance > 50.)
2155 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2156 else if (totalchance > 10.)
2157 buf = format ("The %s tasted very good.", &meal->name);
2158 else if (totalchance > 1.)
2159 buf = format ("The %s tasted good.", &meal->name);
2160 else if (totalchance > 0.1)
2161 buf = format ("The %s tasted bland.", &meal->name);
2162 else if (totalchance >= 0.01)
2163 buf = format ("The %s had a boring taste.", &meal->name);
2164 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2165 buf = format ("The %s tasted strange.", &meal->name);
2166 else
2167 buf = format ("The %s had no taste.", &meal->name);
2168
2169 op->statusmsg (buf);
2170
2171 /* now choose a winner if we have any */
2172 i = -1;
2173 if (winners > 0)
2174 i = atnr_winner[RANDOM () % winners];
2175
2176 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2177 {
2178 /* resistance increased! */
2179 skin->resist[i]++;
2180 op->update_stats ();
2181
2182 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2183 }
2184
2185 /* if this flesh contains a new ability focus, we mark it
2186 into the ability_force and it will take effect on next level */
2187 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2188 {
2189 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2190
2191 if (meal->last_eat != abil->stats.exp)
2192 op->statusmsg (format (
2193 "Your metabolism prepares to focus on %s!\n"
2194 "The change will happen at level %d.",
2195 change_resist_msg[meal->last_eat],
2196 abil->level + 1
2197 ));
2198 else
2199 {
2200 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2201 abil->last_eat = 0;
2202 }
2203 }
2204
2205 return 1;
2206 }
2207
2208 /**
2209 * Handles applying an improve armor scroll.
2210 * Does some sanity checks, then calls improve_armour.
2211 */
2212 static void
2213 apply_armour_improver (object *op, object *tmp)
2214 {
2215 object *armor;
2216
2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 {
2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 return;
2221 }
2222
2223 armor = find_marked_object (op);
2224
2225 if (!armor)
2226 {
2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2228 return;
2229 }
2230
2231 if (armor->type != ARMOUR
2232 && armor->type != CLOAK
2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 {
2235 op->failmsg ("Your marked item is not armour!\n");
2236 return;
2237 }
2238
2239 op->statusmsg ("Applying armour enchantment.");
2240 improve_armour (op, tmp, armor);
2241 }
2242
2243 extern void
2244 apply_poison (object *op, object *tmp)
2245 {
2246 if (op->type == PLAYER)
2247 {
2248 op->contr->play_sound (sound_find ("drink_poison"));
2249 op->failmsg ("Yech! That tasted poisonous!");
2250 strcpy (op->contr->killer, "poisonous booze");
2251 }
2252
2253 if (tmp->stats.hp > 0)
2254 {
2255 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2256 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2257 }
2258
2259 op->stats.food -= op->stats.food / 4;
2260 handle_apply_yield (tmp);
2261 decrease_ob (tmp);
2262 }
2263
2264 /**
2265 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2266 * A valid 2 way exit means:
2267 * -You can come back (there is another exit at the other side)
2268 * -You are
2269 * ° the owner of the exit
2270 * ° or in the same party as the owner
2271 *
2272 * Note: a owner in a 2 way exit is saved as the owner's name
2273 * in the field exit->name cause the field exit->owner doesn't
2274 * survive in the swapping (in fact the whole exit doesn't survive).
2275 */
2276 int
2277 is_legal_2ways_exit (object *op, object *exit)
2278 {
2279 if (exit->stats.exp != 1)
2280 return 1; /*This is not a 2 way, so it is legal */
2281
2282 #if 0 //TODO
2283 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2284 return 0; /* This is a reset town portal */
2285 #endif
2286
2287 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2288
2289 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2290
2291 if (exitmap)
2292 {
2293 exitmap->load_sync ();
2294
2295 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2296
2297 if (!tmp)
2298 return 0;
2299
2300 for (; tmp; tmp = tmp->above)
2301 {
2302 if (tmp->type != EXIT)
2303 continue; /*Not an exit */
2304
2305 if (!EXIT_PATH (tmp))
2306 continue; /*Not a valid exit */
2307
2308 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2309 continue; /*Not in the same place */
2310
2311 if (exit->map->path != EXIT_PATH (tmp))
2312 continue; /*Not in the same map */
2313
2314 /* From here we have found the exit is valid. However we do
2315 * here the check of the exit owner. It is important for the
2316 * town portals to prevent strangers from visiting your appartments
2317 */
2318 if (!exit->race)
2319 return 1; /*No owner, free for all! */
2320
2321 object *exit_owner = 0;
2322
2323 for_all_players (pp)
2324 {
2325 if (!pp->ob)
2326 continue;
2327
2328 if (pp->ob->name != exit->race)
2329 continue;
2330
2331 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2332 break;
2333 }
2334
2335 if (!exit_owner)
2336 return 0; /* No more owner */
2337
2338 if (exit_owner->contr == op->contr)
2339 return 1; /*It is your exit */
2340
2341 if (exit_owner && /*There is a owner */
2342 (op->contr) && /*A player tries to pass */
2343 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2344 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2345 return 0;
2346
2347 return 1;
2348 }
2349 }
2350
2351 return 0;
2352 }
2353
2354 /**
2355 * Main apply handler.
2356 *
2357 * Checks for unpaid items before applying.
2358 *
2359 * Return value:
2360 * 0: player or monster can't apply objects of that type
2361 * 1: has been applied, or there was an error applying the object
2362 * 2: objects of that type can't be applied if not in inventory
2363 *
2364 * op is the object that is causing object to be applied, tmp is the object
2365 * being applied.
2366 *
2367 * aflag is special (always apply/unapply) flags. Nothing is done with
2368 * them in this function - they are passed to apply_special
2369 */
2370 int
2371 manual_apply (object *op, object *tmp, int aflag)
2372 {
2373 if (tmp->head)
2374 tmp = tmp->head;
2375
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2377 {
2378 if (op->type == PLAYER)
2379 {
2380 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2381 return 1;
2382 }
2383 else
2384 return 0; /* monsters just skip unpaid items */
2385 }
2386
2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2388 return RESULT_INT (0);
2389
2390 switch (tmp->type)
2391 {
2392 case CF_HANDLE:
2393 op->play_sound (sound_find ("turn_handle"));
2394 op->statusmsg ("You turn the handle.");
2395 tmp->value = tmp->value ? 0 : 1;
2396 SET_ANIMATION (tmp, tmp->value);
2397 update_object (tmp, UP_OBJ_FACE);
2398 push_button (tmp);
2399 return 1;
2400
2401 case TRIGGER:
2402 if (check_trigger (tmp, op))
2403 {
2404 op->statusmsg ("You turn the handle.");
2405 op->play_sound (sound_find ("turn_handle"));
2406 }
2407 else
2408 op->failmsg ("The handle doesn't move.");
2409
2410 return 1;
2411
2412 case EXIT:
2413 if (op->type != PLAYER)
2414 return 0;
2415
2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2417 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2418 else
2419 {
2420 /* Don't display messages for random maps. */
2421 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2422 op->statusmsg (tmp->msg, NDI_NAVY);
2423
2424 op->enter_exit (tmp);
2425 }
2426
2427 return 1;
2428
2429 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg);
2431 // maybe show a spell menu to chose from or something like that
2432 return 1;
2433
2434 case SIGN:
2435 apply_sign (op, tmp, 0);
2436 return 1;
2437
2438 case BOOK:
2439 if (op->type == PLAYER)
2440 {
2441 apply_book (op, tmp);
2442 return 1;
2443 }
2444 else
2445 return 0;
2446
2447 case SKILLSCROLL:
2448 if (op->type == PLAYER)
2449 {
2450 apply_skillscroll (op, tmp);
2451 return 1;
2452 }
2453 else
2454 return 0;
2455
2456 case SPELLBOOK:
2457 if (op->type == PLAYER)
2458 {
2459 apply_spellbook (op, tmp);
2460 return 1;
2461 }
2462 else
2463 return 0;
2464
2465 case SCROLL:
2466 apply_scroll (op, tmp, 0);
2467 return 1;
2468
2469 case POTION:
2470 apply_potion (op, tmp);
2471 return 1;
2472
2473 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed?
2475 case CLOSE_CON:
2476 apply_container (op, tmp->env);
2477 return 1;
2478
2479 case CONTAINER:
2480 apply_container (op, tmp);
2481 return 1;
2482
2483 case TREASURE:
2484 if (op->type == PLAYER)
2485 {
2486 apply_treasure (op, tmp);
2487 return 1;
2488 }
2489 else
2490 return 0;
2491
2492 case WEAPON:
2493 case ARMOUR:
2494 case BOOTS:
2495 case GLOVES:
2496 case AMULET:
2497 case GIRDLE:
2498 case BRACERS:
2499 case SHIELD:
2500 case HELMET:
2501 case RING:
2502 case CLOAK:
2503 case WAND:
2504 case ROD:
2505 case HORN:
2506 case SKILL:
2507 case BOW:
2508 case LAMP:
2509 case BUILDER:
2510 case SKILL_TOOL:
2511 if (tmp->env != op)
2512 return 2; /* not in inventory */
2513
2514 apply_special (op, tmp, aflag);
2515 return 1;
2516
2517 case DRINK:
2518 case FOOD:
2519 case FLESH:
2520 apply_food (op, tmp);
2521 return 1;
2522
2523 case POISON:
2524 apply_poison (op, tmp);
2525 return 1;
2526
2527 case SAVEBED:
2528 return 1;
2529
2530 case ARMOUR_IMPROVER:
2531 if (op->type == PLAYER)
2532 {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 }
2536 else
2537 return 0;
2538
2539 case WEAPON_IMPROVER:
2540 check_improve_weapon (op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER)
2545 {
2546 char buf[MAX_BUF];
2547 timeofday_t tod;
2548
2549 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format (
2552 "It is %d minute%s past %d o'clock %s",
2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2555 ));
2556 return 1;
2557 }
2558 else
2559 return 0;
2560
2561 case MENU:
2562 if (op->type == PLAYER)
2563 {
2564 shop_listing (tmp, op);
2565 return 1;
2566 }
2567 else
2568 return 0;
2569
2570 case POWER_CRYSTAL:
2571 apply_power_crystal (op, tmp); /* see egoitem.c */
2572 return 1;
2573
2574 case LIGHTER: /* for lighting torches/lanterns/etc */
2575 if (op->type == PLAYER)
2576 {
2577 apply_lighter (op, tmp);
2578 return 1;
2579 }
2580 else
2581 return 0;
2582
2583 case ITEM_TRANSFORMER:
2584 apply_item_transformer (op, tmp);
2585 return 1;
2586
2587 default:
2588 return 0;
2589 }
2590 }
2591
2592
2593 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2594 * messages as needed by player_apply_below(). But there can still be
2595 * "but you are floating high above the ground" messages.
2596 *
2597 * Same return value as apply() function.
2598 */
2599 int
2600 player_apply (object *pl, object *op, int aflag, int quiet)
2601 {
2602 int tmp;
2603
2604 if (op->env && (pl->move_type & MOVE_FLYING))
2605 {
2606 /* player is flying and applying object not in inventory */
2607 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2608 {
2609 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2610 return 0;
2611 }
2612 }
2613
2614 pl->contr->last_used = op;
2615
2616 tmp = manual_apply (pl, op, aflag);
2617 if (!quiet)
2618 {
2619 if (tmp == 0)
2620 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2621 else if (tmp == 2)
2622 op->failmsg ("You must get it first!\n");
2623 }
2624
2625 return tmp;
2626 }
2627
2628 /**
2629 * player_apply_below attempts to apply the object 'below' the player.
2630 * If the player has an open container, we use that for below, otherwise
2631 * we use the ground.
2632 */
2633 void
2634 player_apply_below (object *pl)
2635 {
2636 int floors = 0;
2637
2638 /* If using a container, set the starting item to be the top
2639 * item in the container. Otherwise, use the map.
2640 * This is perhaps more complicated. However, I want to make sure that
2641 * we don't use a corrupt pointer for the next object, so we get the
2642 * next object in the stack before applying. This is can only be a
2643 * problem if player_apply() has a bug in that it uses the object but does
2644 * not return a proper value.
2645 */
2646 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2647 {
2648 next = tmp->below;
2649
2650 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651 floors++;
2652 else if (floors > 0)
2653 return; /* process only floor objects after first floor object */
2654
2655 /* If it is visible, player can apply it. If it is applied by
2656 * person moving on it, also activate. Added code to make it
2657 * so that at least one of players movement types be that which
2658 * the item needs.
2659 */
2660 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2661 {
2662 if (player_apply (pl, tmp, 0, 1) == 1)
2663 return;
2664 }
2665 if (floors >= 2)
2666 return; /* process at most two floor objects */
2667 }
2668 }
2669
2670 /**
2671 * Unapplies specified item.
2672 * No check done on cursed/damned.
2673 * Break this out of apply_special - this is just done
2674 * to keep the size of apply_special to a more managable size.
2675 */
2676 static int
2677 unapply_special (object *who, object *op, int aflags)
2678 {
2679 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2680 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2681 return RESULT_INT (0);
2682
2683 CLEAR_FLAG (op, FLAG_APPLIED);
2684
2685 switch (op->type)
2686 {
2687 case SKILL_TOOL:
2688 // unapplying a skill tool should also unapply the skill it governs
2689 // but this is hard, as it shouldn't do so when the skill can
2690 // be used for other reasons
2691 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2692 if (tmp->skill == op->skill
2693 && tmp->type == SKILL
2694 && tmp->flag [FLAG_APPLIED]
2695 && !tmp->flag [FLAG_CAN_USE_SKILL])
2696 unapply_special (who, tmp, 0);
2697
2698 change_abil (who, op);
2699 break;
2700
2701 case WEAPON:
2702 if (player *pl = who->contr)
2703 if (op == pl->combat_ob)
2704 {
2705 pl->combat_ob = 0;
2706 who->change_weapon (pl->ranged_ob);
2707 }
2708
2709 who->statusmsg (format ("You unwield %s.", query_name (op)));
2710
2711 change_abil (who, op);
2712 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2713 break;
2714
2715 case SKILL:
2716 if (who->contr)
2717 {
2718 if (!op->invisible)
2719 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2720 else
2721 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2722 }
2723
2724 change_abil (who, op);
2725 CLEAR_FLAG (who, FLAG_READY_SKILL);
2726 break;
2727
2728 case ARMOUR:
2729 case HELMET:
2730 case SHIELD:
2731 case RING:
2732 case BOOTS:
2733 case GLOVES:
2734 case AMULET:
2735 case GIRDLE:
2736 case BRACERS:
2737 case CLOAK:
2738 who->statusmsg (format ("You unwear %s.", query_name (op)));
2739 change_abil (who, op);
2740 break;
2741
2742 case LAMP:
2743 {
2744 who->statusmsg (format ("You turn off your %s.", &op->name));
2745
2746 object *tmp2 = arch_to_object (op->other_arch);
2747 tmp2->x = op->x;
2748 tmp2->y = op->y;
2749 tmp2->map = op->map;
2750 tmp2->below = op->below;
2751 tmp2->above = op->above;
2752 tmp2->stats.food = op->stats.food;
2753 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2754
2755 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2756 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2757
2758 if (who->contr)
2759 esrv_del_item (who->contr, op->count);
2760
2761 op->destroy ();
2762 insert_ob_in_ob (tmp2, who);
2763 who->update_stats ();
2764
2765 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2766 {
2767 if (who->contr)
2768 {
2769 who->failmsg ("Oops, it feels deadly cold!");
2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771 }
2772 }
2773
2774 if (who->contr)
2775 esrv_send_item (who, tmp2);
2776 }
2777
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 if (player *pl = who->contr)
2785 {
2786 if (op == pl->ranged_ob)
2787 {
2788 pl->ranged_ob = 0;
2789 who->change_weapon (pl->combat_ob);
2790 }
2791
2792 who->statusmsg (format ("You unready %s.", query_name (op)));
2793 }
2794 else
2795 {
2796 who->change_skill (0);
2797
2798 if (op->type == BOW)
2799 CLEAR_FLAG (who, FLAG_READY_BOW);
2800 else
2801 CLEAR_FLAG (who, FLAG_READY_RANGE);
2802 }
2803
2804 break;
2805
2806 case BUILDER:
2807 if (who->contr)
2808 who->statusmsg (format ("You unready %s.", query_name (op)));
2809 break;
2810
2811 default:
2812 who->statusmsg (format ("You unapply %s.", query_name (op)));
2813 break;
2814 }
2815
2816 who->update_stats ();
2817
2818 if (!(aflags & AP_NO_MERGE))
2819 {
2820 object *tmp = merge_ob (op, 0);
2821
2822 if (who->contr)
2823 {
2824 if (tmp)
2825 { /* it was merged */
2826 esrv_del_item (who->contr, op->count);
2827 op = tmp;
2828 }
2829
2830 esrv_send_item (who, op);
2831 }
2832 }
2833
2834 return 0;
2835 }
2836
2837 /**
2838 * Returns the object that is using location 'loc'.
2839 * Note that 'start' is the first object to start examing - we
2840 * then go through the below of this. In this way, you can do
2841 * something like:
2842 * tmp = get_next_item_from_body_location(who->inv, 1);
2843 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2844 * to find the second object that may use this location, etc.
2845 * Returns NULL if no match is found.
2846 * loc is the index into the array we are looking for a match.
2847 * don't return invisible objects unless they are skill objects
2848 * invisible other objects that use
2849 * up body locations can be used as restrictions.
2850 */
2851 static object *
2852 get_next_item_from_body_location (int loc, object *start)
2853 {
2854 for (object *tmp = start; tmp; tmp = tmp->below)
2855 if (tmp->flag [FLAG_APPLIED]
2856 && tmp->slot[loc].info
2857 && (!tmp->invisible || tmp->type == SKILL))
2858 return tmp;
2859
2860 return 0;
2861 }
2862
2863 /**
2864 * 'op' wants to apply an object, but can't because of other equipment.
2865 * This should only be called when it is known
2866 * that there are objects to unapply. This makes pretty heavy
2867 * use of get_item_from_body_location. It makes no intelligent choice
2868 * on objects - rather, the first that is matched is used.
2869 * Returns 0 on success, returns 1 if there is some problem.
2870 * if aflags is AP_PRINT, we instead print out waht to unapply
2871 * instead of doing it. This is a lot less code than having
2872 * another function that does just that.
2873 */
2874
2875 #define CANNOT_REMOVE_CURSED \
2876 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2877 "Praying over an altar, scrolls of remove curse/damnation, " \
2878 "priests or even other players might help.>"
2879
2880 int
2881 unapply_for_ob (object *who, object *op, int aflags)
2882 {
2883 if (op->is_range ())
2884 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2885 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2886 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2887 {
2888 if (aflags & AP_PRINT)
2889 who->failmsg (query_name (tmp));
2890 else
2891 unapply_special (who, tmp, aflags);
2892 }
2893 else
2894 {
2895 /* In this case, we want to try and remove a cursed item.
2896 * While we know it won't work, we want unapply_special to
2897 * at least generate the message.
2898 */
2899 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2900 return 1;
2901 }
2902
2903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2904 {
2905 /* this used up a slot that we need to free */
2906 if (op->slot[i].info)
2907 {
2908 object *last = who->inv;
2909
2910 /* We do a while loop - may need to remove several items in order
2911 * to free up enough slots.
2912 */
2913 while ((who->slot[i].used + op->slot[i].info) < 0)
2914 {
2915 object *tmp = get_next_item_from_body_location (i, last);
2916
2917 if (!tmp)
2918 {
2919 #if 0
2920 /* Not a bug - we'll get this if the player has cursed items
2921 * equipped.
2922 */
2923 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2924 #endif
2925 return 1;
2926 }
2927
2928 /* If we are just printing, we don't care about cursed status */
2929 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2930 {
2931 if (aflags & AP_PRINT)
2932 who->failmsg (query_name (tmp));
2933 else
2934 unapply_special (who, tmp, aflags);
2935 }
2936 else
2937 {
2938 /* Cursed item that we can't unequip - tell the player.
2939 * Note this could be annoying if this is just one of a few,
2940 * so it may not be critical (eg, putting on a ring and you have
2941 * one cursed ring.)
2942 */
2943 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2944 }
2945
2946 last = tmp->below;
2947 }
2948 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2949 * return in the !tmp would have kicked in.
2950 */
2951 } /* if op is using this body location */
2952 } /* for body lcoations */
2953
2954 return 0;
2955 }
2956
2957 /**
2958 * Checks to see if 'who' can apply object 'op'.
2959 * Returns 0 if apply can be done without anything special.
2960 * Otherwise returns a bitmask - potentially several of these may be
2961 * set, but largely depends on circumstance - in the future, processing
2962 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2963 * is set, do we really care what the other flags may be?)
2964 *
2965 * See include/define.h for detailed description of the meaning of
2966 * these return values.
2967 */
2968 int
2969 can_apply_object (object *who, object *op)
2970 {
2971 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2972 return RESULT_INT (0);
2973
2974 int retval = 0;
2975 object *tmp = 0, *ws = 0;
2976
2977 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2978 {
2979 if (op->slot[i].info)
2980 {
2981 /* Item uses more slots than we have */
2982 if (who->slot[i].info + op->slot [i].info < 0)
2983 {
2984 /* Could return now for efficiency - rest of info below isn't
2985 * really needed.
2986 */
2987 retval |= CAN_APPLY_NEVER;
2988 }
2989 else if (who->slot[i].used + op->slot[i].info < 0)
2990 {
2991 /* in this case, equipping this would use more free spots than
2992 * we have.
2993 */
2994
2995 /* if we have an applied weapon/shield, and unapply it would free
2996 * enough slots to equip the new item, then just set "can
2997 * apply unapply". We don't care about the logic below - if you have a
2998 * shield equipped and try to equip another shield, there is only
2999 * one choice. However, the check for the number of body locations
3000 * does take into the account cases where what is being applied
3001 * may be two handed for example.
3002 */
3003 if (ws)
3004 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY;
3007 continue;
3008 }
3009
3010 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3011 if (!tmp1)
3012 {
3013 #if 0
3014 /* This is sort of an error, but happens a lot when old players
3015 * join in with more stuff equipped than they are now allowed.
3016 */
3017 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3018 #endif
3019 retval |= CAN_APPLY_NEVER;
3020 }
3021 else
3022 {
3023 /* need to unapply something. However, if this something
3024 * is different than we had found before, it means they need
3025 * to apply multiple objects
3026 */
3027 retval |= CAN_APPLY_UNAPPLY;
3028
3029 if (!tmp)
3030 tmp = tmp1;
3031 else if (tmp != tmp1)
3032 retval |= CAN_APPLY_UNAPPLY_MULT;
3033
3034 /* This object isn't using up all the slots, so there must
3035 * be another. If so, and it the new item doesn't need all
3036 * the slots, the player then has a choice.
3037 */
3038 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3039 && abs (op->slot[i].info) < who->slot[i].info)
3040 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3041
3042 /* Does unequippint 'tmp1' free up enough slots for this to be
3043 * equipped? If not, there must be something else to unapply.
3044 */
3045 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3046 retval |= CAN_APPLY_UNAPPLY_MULT;
3047 }
3048 } /* if not enough free slots */
3049 } /* if this object uses location i */
3050 } /* for i -> num_body_locations loop */
3051
3052 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3053 * really be controlled by use of body locations. We do have
3054 * the weapon/shield checks, and the range checks for monsters,
3055 * because you can't control those just by body location - bows, shields,
3056 * and weapons all use the same slot. Similar for horn/rod/wand - they
3057 * all use the same location.
3058 */
3059 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3060 retval |= CAN_APPLY_RESTRICTION;
3061
3062 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3063 retval |= CAN_APPLY_RESTRICTION;
3064
3065 if (who->type != PLAYER)
3066 {
3067 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3068 retval |= CAN_APPLY_RESTRICTION;
3069
3070 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3071 retval |= CAN_APPLY_RESTRICTION;
3072
3073 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3074 retval |= CAN_APPLY_RESTRICTION;
3075
3076 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3077 retval |= CAN_APPLY_RESTRICTION;
3078 }
3079
3080 return retval;
3081 }
3082
3083 /**
3084 * who is the object using the object. It can be a monster.
3085 * op is the object they are using. op is an equipment type item,
3086 * eg, one which you put on and keep on for a while, and not something
3087 * like a potion or scroll.
3088 *
3089 * function returns 1 if the action could not be completed, 0 on
3090 * success. However, success is a matter of meaning - if the
3091 * user passes the 'apply' flag to an object already applied,
3092 * nothing is done, and 0 is returned.
3093 *
3094 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3095 * AP_UNAPPLY=always unapply).
3096 *
3097 * Optional flags:
3098 * AP_NO_MERGE: don't merge an unapplied object with other objects
3099 * AP_IGNORE_CURSE: unapply cursed items
3100 * AP_NO_READY: do not ready skills when applying skill tools
3101 *
3102 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3103 *
3104 * apply_special() doesn't check for unpaid items.
3105 */
3106
3107 #define LACK_ITEM_POWER \
3108 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3109
3110 int
3111 apply_special (object *who, object *op, int aflags)
3112 {
3113 int basic_flag = aflags & AP_BASIC_FLAGS;
3114 object *tmp, *tmp2, *skop = NULL;
3115
3116 if (who == NULL)
3117 {
3118 LOG (llevError, "apply_special() from object without environment.\n");
3119 return 1;
3120 }
3121
3122 if (op->env != who)
3123 return 1; /* op is not in inventory */
3124
3125 /* trying to unequip op */
3126 if (QUERY_FLAG (op, FLAG_APPLIED))
3127 {
3128 /* always apply, so no reason to unapply */
3129 if (basic_flag == AP_APPLY)
3130 return 0;
3131
3132 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3133 {
3134 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3135 return 1;
3136 }
3137
3138 return unapply_special (who, op, aflags);
3139 }
3140
3141 if (basic_flag == AP_UNAPPLY)
3142 return 0;
3143
3144 // if the item is combat/ranged, wield the relevant slot first
3145 // to resolve conflicts.
3146 if (player *pl = who->contr)
3147 switch (op->slottype ())
3148 {
3149 case slot_combat: who->change_weapon (pl->combat_ob); break;
3150 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3151 }
3152
3153 splay (op);
3154
3155 /* Can't just apply this object. Lets see what not and what to do */
3156 if (int i = can_apply_object (who, op))
3157 {
3158 if (i & CAN_APPLY_NEVER)
3159 {
3160 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3161 return 1;
3162 }
3163 else if (i & CAN_APPLY_RESTRICTION)
3164 {
3165 who->failmsg (format (
3166 "You have a prohibition against using a %s. "
3167 "H<Your belief, profession or class prevents you from applying this item.>",
3168 query_name (op)
3169 ));
3170 return 1;
3171 }
3172
3173 if (who->type != PLAYER)
3174 {
3175 /* Some error, so don't try to equip something more */
3176 if (unapply_for_ob (who, op, aflags))
3177 return 1;
3178 }
3179 else
3180 {
3181 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3182 {
3183 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3184 unapply_for_ob (who, op, AP_PRINT);
3185 return 1;
3186 }
3187 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3188 if (unapply_for_ob (who, op, aflags))
3189 return 1;
3190 }
3191 }
3192
3193 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3194 {
3195 skop = find_skill_by_name (who, op->skill);
3196
3197 if (!skop)
3198 {
3199 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3200 return 1;
3201 }
3202 else
3203 /* While experience will be credited properly, we want to change the
3204 * skill so that the dam and wc get updated
3205 */
3206 who->change_skill (skop);
3207 }
3208
3209 if (who->type == PLAYER
3210 && op->item_power
3211 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3212 {
3213 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3214 return 1;
3215 }
3216
3217 /* Ok. We are now at the state where we can apply the new object.
3218 * Note that we don't have the checks for can_use_...
3219 * below - that is already taken care of by can_apply_object.
3220 */
3221 if (op->nrof > 1)
3222 tmp = get_split_ob (op, op->nrof - 1);
3223 else
3224 tmp = 0;
3225
3226 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3227 return RESULT_INT (0);
3228
3229 switch (op->type)
3230 {
3231 case WEAPON:
3232 if (!check_weapon_power (who, op->last_eat))
3233 {
3234 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3235
3236 if (tmp)
3237 insert_ob_in_ob (tmp, who);
3238
3239 return 1;
3240 }
3241
3242 //TODO: this obviously fails for players using a shorter prefix
3243 // i.e. "R" can use Ragnarok's sword.
3244 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3245 {
3246 /* if the weapon does not have the name as the character, can't use it. */
3247 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3248 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3249
3250 if (tmp)
3251 insert_ob_in_ob (tmp, who);
3252
3253 return 1;
3254 }
3255
3256 if (!skop)
3257 {
3258 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3259 return 1;
3260 }
3261
3262 SET_FLAG (op, FLAG_APPLIED);
3263 who->change_skill (skop);
3264
3265 if (who->contr)
3266 who->change_weapon (who->contr->combat_ob = op);
3267
3268 who->statusmsg (format ("You wield %s.", query_name (op)));
3269
3270 SET_FLAG (who, FLAG_READY_WEAPON);
3271 change_abil (who, op);
3272 break;
3273
3274 case ARMOUR:
3275 case HELMET:
3276 case SHIELD:
3277 case BOOTS:
3278 case GLOVES:
3279 case GIRDLE:
3280 case BRACERS:
3281 case CLOAK:
3282 case RING:
3283 case AMULET:
3284 SET_FLAG (op, FLAG_APPLIED);
3285 who->statusmsg (format ("You wear %s.", query_name (op)));
3286 change_abil (who, op);
3287 break;
3288
3289 case LAMP:
3290 if (op->stats.food < 1)
3291 {
3292 who->failmsg (format (
3293 "Your %s is out of fuel! "
3294 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3295 &op->name
3296 ));
3297 return 1;
3298 }
3299
3300 who->statusmsg (format ("You turn on your %s.", &op->name));
3301
3302 tmp2 = arch_to_object (op->other_arch);
3303 tmp2->stats.food = op->stats.food;
3304 SET_FLAG (tmp2, FLAG_APPLIED);
3305
3306 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3307 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3308
3309 insert_ob_in_ob (tmp2, who);
3310
3311 /* Remove the old lantern */
3312 if (who->type == PLAYER)
3313 esrv_del_item (who->contr, op->count);
3314
3315 op->destroy ();
3316
3317 /* insert the portion that was split off */
3318 if (tmp)
3319 {
3320 insert_ob_in_ob (tmp, who);
3321 if (who->type == PLAYER)
3322 esrv_send_item (who, tmp);
3323 }
3324
3325 who->update_stats ();
3326
3327 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3328 if (who->type == PLAYER)
3329 {
3330 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3331 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3332 }
3333
3334 if (who->type == PLAYER)
3335 esrv_send_item (who, tmp2);
3336
3337 return 0;
3338
3339 case SKILL_TOOL:
3340 // applying a skill tool also readies the skill
3341 SET_FLAG (op, FLAG_APPLIED);
3342
3343 if (!(aflags & AP_NO_READY))
3344 {
3345 skop = find_skill_by_name (who, op->skill);
3346 if (!skop->flag [FLAG_APPLIED])
3347 apply_special (who, skop, AP_APPLY);
3348 }
3349 break;
3350
3351 case SKILL:
3352 if (player *pl = who->contr)
3353 {
3354 if (IS_COMBAT_SKILL (op->subtype))
3355 {
3356 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3357 {
3358 for (object *item = who->inv; item; item = item->below)
3359 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3360 {
3361 if (item->skill == op->skill)
3362 {
3363 who->change_weapon (pl->combat_ob = item);
3364 goto found_weapon;
3365 }
3366 }
3367
3368 who->failmsg (format (
3369 "You need to apply a '%s' melee weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a melee weapon, to function.>",
3371 &op->skill
3372 ));
3373 return 1;
3374
3375 found_weapon:;
3376 }
3377 else
3378 who->change_weapon (pl->combat_ob = op);
3379 }
3380 else if (IS_RANGED_SKILL (op->subtype))
3381 {
3382 if (skill_flags [op->subtype] & SF_NEED_BOW)
3383 {
3384 for (object *item = who->inv; item; item = item->below)
3385 if (item->type == BOW && item->flag [FLAG_APPLIED])
3386 {
3387 //TODO: bows should/must all have skill missile weapon right now
3388 who->change_weapon (pl->ranged_ob = item);
3389 goto found_bow;
3390 }
3391
3392 who->failmsg (
3393 "You need to apply a missile weapon before readying this skill. "
3394 "H<Some skills need an item, in this case a missile weapon, to function.>"
3395 );
3396 return 1;
3397
3398 found_bow:;
3399 }
3400 else
3401 who->change_weapon (pl->ranged_ob = op);
3402 }
3403
3404 if (!op->invisible)
3405 {
3406 who->statusmsg (format (
3407 "You ready %s."
3408 "You can now use the skill: %s.",
3409 query_name (op),
3410 &op->skill
3411 ));
3412 }
3413 else
3414 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3415 }
3416 else
3417 {
3418 SET_FLAG (op, FLAG_APPLIED);
3419 change_abil (who, op);
3420 who->chosen_skill = op;
3421 SET_FLAG (who, FLAG_READY_SKILL);
3422 }
3423
3424 break;
3425
3426 case BOW:
3427 if (!check_weapon_power (who, op->last_eat))
3428 {
3429 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3430
3431 if (tmp)
3432 insert_ob_in_ob (tmp, who);
3433
3434 return 1;
3435 }
3436
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 {
3439 who->failmsg ("The weapon does not recognize you as its owner. "
3440 "H<Its name indicates that it belongs to somebody else.>");
3441 if (tmp)
3442 insert_ob_in_ob (tmp, who);
3443
3444 return 1;
3445 }
3446
3447 /*FALLTHROUGH*/
3448 case WAND:
3449 case ROD:
3450 case HORN:
3451 /* check for skill, alter player status */
3452
3453 if (!skop)
3454 {
3455 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3456 return 1;
3457 }
3458
3459 SET_FLAG (op, FLAG_APPLIED);
3460 who->change_skill (skop);
3461
3462 if (who->contr)
3463 {
3464 who->contr->ranged_ob = op;
3465
3466 who->statusmsg (format ("You ready %s.", query_name (op)));
3467
3468 if (op->type == BOW)
3469 {
3470 who->current_weapon = op;
3471 change_abil (who, op);
3472 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3473 }
3474 }
3475 else
3476 {
3477 if (op->type == BOW)
3478 SET_FLAG (who, FLAG_READY_BOW);
3479 else
3480 SET_FLAG (who, FLAG_READY_RANGE);
3481 }
3482
3483 break;
3484
3485 case BUILDER:
3486 if (who->type == PLAYER)
3487 {
3488 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3489 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3490 unapply_special (who, who->contr->ranged_ob, 0);
3491
3492 who->statusmsg (format ("You ready your %s.", query_name (op)));
3493
3494 who->contr->ranged_ob = op;
3495 }
3496 break;
3497
3498 default:
3499 who->statusmsg (format ("You apply %s.", query_name (op)));
3500 }
3501
3502 SET_FLAG (op, FLAG_APPLIED);
3503
3504 if (tmp)
3505 tmp = insert_ob_in_ob (tmp, who);
3506
3507 who->update_stats ();
3508
3509 /* We exclude spell casting objects. The fire code will set the
3510 * been applied flag when they are used - until that point,
3511 * you don't know anything about them.
3512 */
3513 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3514 SET_FLAG (op, FLAG_BEEN_APPLIED);
3515
3516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3517 if (who->type == PLAYER)
3518 {
3519 who->failmsg (
3520 "Oops, it feels deadly cold! "
3521 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3522 );
3523 SET_FLAG (op, FLAG_KNOWN_CURSED);
3524 }
3525
3526 if (who->type == PLAYER)
3527 {
3528 /* if multiple objects were applied, update both slots */
3529 if (tmp)
3530 esrv_send_item (who, tmp);
3531
3532 esrv_send_item (who, op);
3533 }
3534
3535 return 0;
3536 }
3537
3538 int
3539 monster_apply_special (object *who, object *op, int aflags)
3540 {
3541 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3542 return 1;
3543
3544 return apply_special (who, op, aflags);
3545 }
3546
3547 /**
3548 * Map was just loaded, handle op's initialisation.
3549 *
3550 * Generates shop floor's item, and treasures.
3551 */
3552 int
3553 auto_apply (object *op)
3554 {
3555 object *tmp = NULL, *tmp2;
3556 int i;
3557
3558 switch (op->type)
3559 {
3560 case SHOP_FLOOR:
3561 if (!op->has_random_items ())
3562 return 0;
3563
3564 do
3565 {
3566 i = 10; /* let's give it 10 tries */
3567 while ((tmp = generate_treasure (op->randomitems,
3568 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3569 if (tmp == NULL)
3570 return 0;
3571 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3572 {
3573 tmp->destroy ();
3574 tmp = NULL;
3575 }
3576 }
3577 while (!tmp);
3578
3579 tmp->x = op->x;
3580 tmp->y = op->y;
3581 SET_FLAG (tmp, FLAG_UNPAID);
3582 insert_ob_in_map (tmp, op->map, NULL, 0);
3583 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3584 identify (tmp);
3585 break;
3586
3587 case TREASURE:
3588 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3589 return 0;
3590
3591 while (op->stats.hp-- > 0)
3592 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3593 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3594
3595 /* If we generated an object and put it in this object inventory,
3596 * move it to the parent object as the current object is about
3597 * to disappear. An example of this item is the random_* stuff
3598 * that is put inside other objects.
3599 */
3600 for (tmp = op->inv; tmp; tmp = tmp2)
3601 {
3602 tmp2 = tmp->below;
3603 tmp->remove ();
3604
3605 if (op->env)
3606 insert_ob_in_ob (tmp, op->env);
3607 else
3608 tmp->destroy ();
3609 }
3610
3611 op->destroy ();
3612 break;
3613 }
3614 return tmp ? 1 : 0;
3615 }
3616
3617 /**
3618 * fix_auto_apply goes through the entire map every time a map
3619 * is loaded or swapped in and performs special actions for
3620 * certain objects (most initialization of chests and creation of
3621 * treasures and stuff). Calls auto_apply if appropriate.
3622 */
3623 void
3624 maptile::fix_auto_apply ()
3625 {
3626 if (!spaces)
3627 return;
3628
3629 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3630 for (object *tmp = ms->bot; tmp; )
3631 {
3632 object *above = tmp->above;
3633
3634 if (tmp->inv)
3635 {
3636 object *invtmp, *invnext;
3637
3638 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3639 {
3640 invnext = invtmp->below;
3641
3642 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3643 auto_apply (invtmp);
3644 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3645 {
3646 while ((invtmp->stats.hp--) > 0)
3647 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648
3649 invtmp->randomitems = NULL;
3650 }
3651 else if (invtmp && invtmp->arch
3652 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3653 {
3654 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3655 /* Need to clear this so that we never try to create
3656 * treasure again for this object
3657 */
3658 invtmp->randomitems = NULL;
3659 }
3660 }
3661 /* This is really temporary - the code at the bottom will
3662 * also set randomitems to null. The problem is there are bunches
3663 * of maps/players already out there with items that have spells
3664 * which haven't had the randomitems set to null yet.
3665 * MSW 2004-05-13
3666 *
3667 * And if it's a spellbook, it's better to set randomitems to NULL too,
3668 * else you get two spells in the book ^_-
3669 * Ryo 2004-08-16
3670 */
3671 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3672 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3673 tmp->randomitems = NULL;
3674
3675 }
3676
3677 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3678 auto_apply (tmp);
3679 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3680 {
3681 while ((tmp->stats.hp--) > 0)
3682 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3683 tmp->randomitems = NULL;
3684 }
3685 else if (tmp->type == TIMED_GATE)
3686 {
3687 object *head = tmp->head != NULL ? tmp->head : tmp;
3688
3689 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3690 tmp->set_speed (0);
3691 }
3692 /* This function can be called everytime a map is loaded, even when
3693 * swapping back in. As such, we don't want to create the treasure
3694 * over and ove again, so after we generate the treasure, blank out
3695 * randomitems so if it is swapped in again, it won't make anything.
3696 * This is a problem for the above objects, because they have counters
3697 * which say how many times to make the treasure.
3698 */
3699 else if (tmp && tmp->arch && tmp->type != PLAYER
3700 && tmp->type != TREASURE && tmp->type != SPELL
3701 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3702 {
3703 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3704 tmp->randomitems = NULL;
3705 }
3706
3707 // close all containers
3708 else if (tmp->type == CONTAINER)
3709 tmp->flag [FLAG_APPLIED] = 0;
3710
3711 tmp = above;
3712 }
3713
3714 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3715 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3716 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3717 check_trigger (tmp, tmp->above);
3718 }
3719
3720 /**
3721 * Handles player eating food that temporarily changes status (resistances, stats).
3722 * This used to call cast_change_attr(), but
3723 * that doesn't work with the new spell code. Since we know what
3724 * the food changes, just grab a force and use that instead.
3725 */
3726 void
3727 eat_special_food (object *who, object *food)
3728 {
3729 object *force;
3730 int i, did_one = 0;
3731
3732 force = get_archetype (FORCE_NAME);
3733
3734 for (i = 0; i < NUM_STATS; i++)
3735 if (sint8 k = food->stats.stat (i))
3736 {
3737 force->stats.stat (i) = k;
3738 did_one = 1;
3739 }
3740
3741 /* check if we can protect the eater */
3742 for (i = 0; i < NROFATTACKS; i++)
3743 {
3744 if (food->resist[i] > 0)
3745 {
3746 force->resist[i] = food->resist[i] / 2;
3747 did_one = 1;
3748 }
3749 }
3750
3751 if (did_one)
3752 {
3753 force->set_speed (0.1);
3754 /* bigger morsel of food = longer effect time */
3755 force->duration = food->stats.food / 5;
3756 SET_FLAG (force, FLAG_APPLIED);
3757 change_abil (who, force);
3758 insert_ob_in_ob (force, who);
3759 }
3760 else
3761 force->destroy ();
3762
3763 /* check for hp, sp change */
3764 if (food->stats.hp != 0)
3765 {
3766 if (QUERY_FLAG (food, FLAG_CURSED))
3767 {
3768 assign (who->contr->killer, food->name);
3769 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3770 who->failmsg ("Eck!...that was poisonous!");
3771 }
3772 else
3773 {
3774 if (food->stats.hp > 0)
3775 who->statusmsg ("You begin to feel better.");
3776 else
3777 who->failmsg ("Eck!...that was poisonous!");
3778
3779 who->stats.hp += food->stats.hp;
3780 }
3781 }
3782 if (food->stats.sp != 0)
3783 {
3784 if (QUERY_FLAG (food, FLAG_CURSED))
3785 {
3786 who->failmsg ("You are drained of mana!");
3787 who->stats.sp -= food->stats.sp;
3788 if (who->stats.sp < 0)
3789 who->stats.sp = 0;
3790 }
3791 else
3792 {
3793 who->statusmsg ("You feel a rush of magical energy!");
3794 who->stats.sp += food->stats.sp;
3795 /* place limit on max sp from food? */
3796 }
3797 }
3798
3799 who->update_stats ();
3800 }
3801
3802 /**
3803 * Designed primarily to light torches/lanterns/etc.
3804 * Also burns up burnable material too. First object in the inventory is
3805 * the selected object to "burn". -b.t.
3806 */
3807 void
3808 apply_lighter (object *who, object *lighter)
3809 {
3810 object *item;
3811 int is_player_env = 0;
3812
3813 item = find_marked_object (who);
3814 if (item)
3815 {
3816 if (lighter->last_eat && lighter->stats.food)
3817 { /* lighter gets used up */
3818 /* Split multiple lighters if they're being used up. Otherwise *
3819 * one charge from each would be used up. --DAMN */
3820 if (lighter->nrof > 1)
3821 {
3822 object *oneLighter = lighter->clone ();
3823
3824 lighter->nrof -= 1;
3825 oneLighter->nrof = 1;
3826 oneLighter->stats.food--;
3827 esrv_send_item (who, lighter);
3828 oneLighter = insert_ob_in_ob (oneLighter, who);
3829 esrv_send_item (who, oneLighter);
3830 }
3831 else
3832 lighter->stats.food--;
3833 }
3834 else if (lighter->last_eat)
3835 {
3836 /* no charges left in lighter */
3837 who->failmsg (format ("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 who->statusmsg (format ("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 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3862 }
3863 else
3864 who->failmsg ("You need to mark a lightable object.");
3865 }
3866
3867 /**
3868 * op made some mistake with a scroll, this takes care of punishment.
3869 * scroll_failure()- hacked directly from spell_failure
3870 */
3871 void
3872 scroll_failure (object *op, int failure, int power)
3873 {
3874 if (abs (failure / 4) > power)
3875 power = abs (failure / 4); /* set minimum effect */
3876
3877 if (failure <= -1 && failure > -15)
3878 { /* wonder */
3879 object *tmp;
3880
3881 op->failmsg ("Your spell warps!");
3882 tmp = get_archetype (SPELL_WONDER);
3883 cast_wonder (op, op, 0, tmp);
3884 tmp->destroy ();
3885 }
3886 else if (failure <= -15 && failure > -35)
3887 { /* drain mana */
3888 op->failmsg ("Your mana is drained!");
3889 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3890 if (op->stats.sp < 0)
3891 op->stats.sp = 0;
3892 }
3893 else if (settings.spell_failure_effects == TRUE)
3894 {
3895 if (failure <= -35 && failure > -60)
3896 { /* confusion */
3897 op->failmsg ("The magic recoils on you!");
3898 confuse_player (op, op, power);
3899 }
3900 else if (failure <= -60 && failure > -70)
3901 { /* paralysis */
3902 op->failmsg ("The magic recoils and paralyzes you!");
3903 paralyze_player (op, op, power);
3904 }
3905 else if (failure <= -70 && failure > -80)
3906 { /* blind */
3907 op->failmsg ("The magic recoils on you!");
3908 blind_player (op, op, power);
3909 }
3910 else if (failure <= -80)
3911 { /* blast the immediate area */
3912 object *tmp = get_archetype (LOOSE_MANA);
3913 cast_magic_storm (op, tmp, power);
3914 op->failmsg ("You unleash uncontrolled mana!");
3915 tmp->destroy ();
3916 }
3917 }
3918 }
3919
3920 void
3921 apply_changes_to_player (object *pl, object *change)
3922 {
3923 int excess_stat = 0; /* if the stat goes over the maximum
3924 for the race, put the excess stat some
3925 where else. */
3926
3927 switch (change->type)
3928 {
3929 case CLASS:
3930 {
3931 living *stats = &(pl->contr->orig_stats);
3932 living *ns = &(change->stats);
3933 object *walk;
3934 int flag_change_face = 1;
3935
3936 /* the following code assigns stats up to the stat max
3937 * for the race, and if the stat max is exceeded,
3938 * tries to randomly reassign the excess stat
3939 */
3940 int i, j;
3941
3942 for (i = 0; i < NUM_STATS; i++)
3943 {
3944 int race_bonus = pl->arch->stats.stat (i);
3945 sint8 stat = stats->stat (i) + ns->stat (i);
3946
3947 if (stat > 20 + race_bonus)
3948 {
3949 excess_stat++;
3950 stat = 20 + race_bonus;
3951 }
3952
3953 stats->stat (i) = stat;
3954 }
3955
3956 for (j = 0; excess_stat > 0 && j < 100; j++)
3957 { /* try 100 times to assign excess stats */
3958 int i = rndm (0, 6);
3959
3960 if (i == CHA)
3961 continue; /* exclude cha from this */
3962
3963 int stat = stats->stat (i);
3964 int race_bonus = pl->arch->stats.stat (i);
3965 if (stat < 20 + race_bonus)
3966 {
3967 change_attr_value (stats, i, 1);
3968 excess_stat--;
3969 }
3970 }
3971
3972 /* insert the randomitems from the change's treasurelist into
3973 * the player ref: player.c
3974 */
3975 if (change->randomitems != NULL)
3976 give_initial_items (pl, change->randomitems);
3977
3978 /* set up the face, for some races. */
3979
3980 /* first, look for the force object banning
3981 * changing the face. Certain races never change face with class.
3982 */
3983 for (walk = pl->inv; walk != NULL; walk = walk->below)
3984 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3985 flag_change_face = 0;
3986
3987 if (flag_change_face)
3988 {
3989 pl->animation_id = GET_ANIM_ID (change);
3990 pl->face = change->face;
3991
3992 if (QUERY_FLAG (change, FLAG_ANIMATE))
3993 SET_FLAG (pl, FLAG_ANIMATE);
3994 else
3995 CLEAR_FLAG (pl, FLAG_ANIMATE);
3996 }
3997
3998 /* check the special case of can't use weapons */
3999 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4000 if (!strcmp (change->name, "monk"))
4001 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4002
4003 break;
4004 }
4005 }
4006 }
4007
4008 /**
4009 * This handles items of type 'transformer'.
4010 * Basically those items, used with a marked item, transform both items into something
4011 * else.
4012 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4013 * Change information is contained in the 'slaying' field of the marked item.
4014 * The format is as follow: transformer:[number ]yield[;transformer:...].
4015 * This way an item can be transformed in many things, and/or many objects.
4016 * The 'slaying' field for transformer is used as verb for the action.
4017 */
4018 void
4019 apply_item_transformer (object *pl, object *transformer)
4020 {
4021 object *marked;
4022 object *new_item;
4023 char *find;
4024 char *separator;
4025 int yield;
4026 char got[MAX_BUF];
4027 int len;
4028
4029 if (!pl || !transformer)
4030 return;
4031
4032 marked = find_marked_object (pl);
4033
4034 if (!marked)
4035 {
4036 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4037 return;
4038 }
4039
4040 if (!marked->slaying)
4041 {
4042 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4043 return;
4044 }
4045
4046 /* check whether they are compatible or not */
4047 find = strstr (marked->slaying, transformer->arch->archname);
4048 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4049 {
4050 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4051 return;
4052 }
4053
4054 find += strlen (transformer->arch->archname) + 1;
4055 /* Item can be used, now find how many and what it yields */
4056 if (isdigit (*(find)))
4057 {
4058 yield = atoi (find);
4059 if (yield < 1)
4060 {
4061 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4062 yield = 1;
4063 }
4064 }
4065 else
4066 yield = 1;
4067
4068 while (isdigit (*find))
4069 find++;
4070
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->failmsg (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