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Revision: 1.154
Committed: Sun May 4 08:25:33 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.153: +1 -1 lines
Log Message:
rewrite objetc_create_clone to deep_clone and fix randfom map generator bug

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
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 <support@deliantra.net>
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 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 }
168
169 /**
170 * Handles applying a potion.
171 */
172 int
173 apply_potion (object *op, object *tmp)
174 {
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401 }
402
403 /****************************************************************************
404 * Weapon improvement code follows
405 ****************************************************************************/
406
407 /**
408 * This returns the sum of nrof of item (arch name).
409 */
410 static int
411 check_item (object *op, const char *item)
412 {
413 int count = 0;
414
415 if (!item)
416 return 0;
417
418 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof;
429 }
430 }
431 }
432
433 return count;
434 }
435
436 /**
437 * This removes 'nrof' of what item->slaying says to remove.
438 * op is typically the player, which is only
439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects.
441 */
442 static void
443 eat_item (object *op, const char *item, uint32 nrof)
444 {
445 object *prev;
446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (strcmp (op->arch->archname, item) == 0)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
468 prev = op;
469 op = op->below;
470 }
471 }
472
473 /**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480 static int
481 check_weapon_power (const object *who, int improvs)
482 {
483 /* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487 #if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493 #else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521 #endif
522 }
523
524 /**
525 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */
528 static int
529 check_sacrifice (object *op, const object *improver)
530 {
531 int count = 0;
532
533 if (improver->slaying)
534 {
535 count = check_item (op, improver->slaying);
536 if (count < 1)
537 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
539 return 0;
540 }
541 }
542 else
543 count = 1;
544
545 return count;
546 }
547
548 /**
549 * Actually improves the weapon, and tells user.
550 */
551 static int
552 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
553 {
554 stat += sacrifice_count;
555 weapon->last_eat++;
556 improver->decrease ();
557
558 /* So it updates the players stats and the window */
559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
567 return 1;
568 }
569
570 /* Types of improvements, hidden in the sp field. */
571 #define IMPROVE_PREPARE 1
572 #define IMPROVE_DAMAGE 2
573 #define IMPROVE_WEIGHT 3
574 #define IMPROVE_ENCHANT 4
575 #define IMPROVE_STR 5
576 #define IMPROVE_DEX 6
577 #define IMPROVE_CON 7
578 #define IMPROVE_WIS 8
579 #define IMPROVE_CHA 9
580 #define IMPROVE_INT 10
581 #define IMPROVE_POW 11
582
583 /**
584 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on.
586 */
587 int
588 prepare_weapon (object *op, object *improver, object *weapon)
589 {
590 int sacrifice_count, i;
591 char buf[MAX_BUF];
592
593 if (weapon->level != 0)
594 {
595 op->failmsg ("Weapon is already prepared!");
596 return 0;
597 }
598
599 for (i = 0; i < NROFATTACKS; i++)
600 if (weapon->resist[i])
601 break;
602
603 /* If we break out, i will be less than nrofattacks, preventing
604 * improvement of items that already have protections.
605 */
606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
608 weapon->stats.exp || /* speed */
609 weapon->stats.ac) /* AC - only taifu's I think */
610 {
611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>");
614 return 0;
615 }
616
617 sacrifice_count = check_sacrifice (op, improver);
618 if (sacrifice_count <= 0)
619 return 0;
620
621 weapon->level = isqrt (sacrifice_count);
622 eat_item (op, improver->slaying, sacrifice_count);
623
624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
629
630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
631 weapon->name = weapon->name_pl = buf;
632 weapon->nrof = 0; /* prevents preparing n weapons in the same
633 slot at once! */
634 improver->decrease ();
635 weapon->last_eat = 0;
636 return 1;
637 }
638
639 /**
640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
641 * This is the new improve weapon code.
642 * Returns 0 if it was not able to work for some reason.
643 *
644 * Checks if weapon was prepared, if enough potions on the floor, ...
645 *
646 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve
649 */
650 int
651 improve_weapon (object *op, object *improver, object *weapon)
652 {
653 int sacrifice_count, sacrifice_needed = 0;
654
655 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon);
657
658 if (weapon->level == 0)
659 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
661 return 0;
662 }
663
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
665 {
666 op->failmsg ("This weapon cannot be improved any more.");
667 return 0;
668 }
669
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
671 {
672 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you "
674 "really want to improve it.");
675 return 0;
676 }
677
678 /* This just increases damage by 5 points, no matter what. No sacrifice
679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680 * don't put any maximum value on damage - the limit is how much the
681 * weapon can be improved.
682 */
683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
685 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */
687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
688 weapon->last_eat++;
689
690 weapon->item_power++;
691 improver->decrease ();
692 return 1;
693 }
694
695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
697 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1)
700 weapon->weight = 1;
701
702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++;
704 weapon->item_power++;
705 improver->decrease ();
706 return 1;
707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
710 weapon->magic++;
711 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 improver->decrease ();
714 weapon->item_power++;
715 return 1;
716 }
717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720
721 if (sacrifice_needed < 1)
722 sacrifice_needed = 1;
723 sacrifice_needed *= 2;
724
725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed)
727 {
728 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0;
730 }
731
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
740 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
741 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
742 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
743 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
744 default:
745 op->failmsg ("Unknown improvement type.");
746 }
747
748 LOG (llevError, "improve_weapon: Got to end of function\n");
749 return 0;
750 }
751
752 /**
753 * Handles the applying of improve/prepare/enchant weapon scroll.
754 * Checks a few things (not on a non-magic square, marked weapon, ...),
755 * then calls improve_weapon to do the dirty work.
756 */
757 int
758 check_improve_weapon (object *op, object *tmp)
759 {
760 object *otmp;
761
762 if (op->type != PLAYER)
763 return 0;
764
765 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
766 {
767 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0;
769 }
770
771 otmp = find_marked_object (op);
772 if (!otmp)
773 {
774 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
775 return 0;
776 }
777
778 if (otmp->type != WEAPON && otmp->type != BOW)
779 {
780 op->failmsg ("Marked item is not a weapon or bow!");
781 return 0;
782 }
783
784 op->statusmsg ("Applied weapon builder.");
785
786 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp);
788 return 1;
789 }
790
791 /**
792 * This code deals with the armour improvment scrolls.
793 * Change limits on improvement - let players go up to
794 * +5 no matter what level, but they are limited by item
795 * power.
796 * Try to use same improvement code as in the common/treasure.c
797 * file, so that if you make a +2 full helm, it will be just
798 * the same as one you find in a shop.
799 *
800 * deprecated comment:
801 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
802 * only 'enchantment' of armour is possible - improving
803 * the stats of a player w/ armour as well as a weapon
804 * will probably horribly unbalance the game. Magic enchanting
805 * depends on the level of the character - ie the plus
806 * value (magic) of the armour can never be increased beyond
807 * the level of the character / 10 -- rounding upish, nor may
808 * the armour value of the piece of equipment exceed either
809 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now.
812 */
813 int
814 improve_armour (object *op, object *improver, object *armour)
815 {
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant)
819 {
820 op->failmsg ("This armour can not be enchanted any further!");
821 return 0;
822 }
823
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?)
828 */
829 if (armour->title)
830 {
831 op->failmsg ("This armour will not accept further enchantment.");
832 return 0;
833 }
834
835 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge.
837 */
838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839
840 armour->magic++;
841
842 if (!settings.armor_speed_linear)
843 {
844 int base = 100;
845 int pow = 0;
846
847 while (pow < armour->magic)
848 {
849 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++;
851 }
852
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 }
855 else
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857
858 if (!settings.armor_weight_linear)
859 {
860 int base = 100;
861 int pow = 0;
862
863 while (pow < armour->magic)
864 {
865 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++;
867 }
868
869 armour->weight = (armour->arch->weight * base) / 100;
870 }
871 else
872 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873
874 if (armour->weight <= 0)
875 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1;
878 }
879
880 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
881
882 if (op->type == PLAYER)
883 {
884 esrv_send_item (op, armour);
885
886 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats ();
888 }
889
890 improver->decrease ();
891
892 if (tmp)
893 op->insert (tmp);
894
895 return 1;
896 }
897
898 /*
899 * convert_item() returns 1 if anything was converted, 0 if the item was not
900 * what the converter wants, -1 if the converter is broken.
901 *
902 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion.
904 * item is the object that triggered the converter - if it is not
905 * what the converter wants, this will not do anything.
906 */
907 static int
908 convert_item (object *item, object *converter)
909 {
910 sint64 nr, price_in;
911
912 if (item->flag [FLAG_UNPAID])
913 return 0;
914
915 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp;
919
920 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck)
923 */
924 if (conv_from == shstr_money)
925 {
926 if (item->type != MONEY)
927 return 0;
928
929 nr = sint64 (item->nrof) * item->value / need;
930 if (!nr)
931 return 0;
932
933 converter->play_sound (sound_find ("shop_buy"));
934
935 sint64 cost = (nr * need + item->value - 1) / item->value;
936
937 item->decrease (cost);
938
939 price_in = cost * item->value;
940 }
941 else
942 {
943 if (item->type == PLAYER
944 || conv_from != item->arch->archname
945 || (need && need > (uint16) item->nrof))
946 return 0;
947
948 converter->play_sound (sound_find ("convert_item"));
949
950 if (need)
951 {
952 nr = sint64 (item->nrof) / need;
953 item->decrease (nr * need);
954 price_in = nr * need * item->value;
955 }
956 else
957 {
958 price_in = item->value;
959 item->destroy ();
960 }
961 }
962
963 if (converter->inv)
964 {
965 object *ob;
966 int i;
967 object *ob_to_copy;
968
969 /* select random object from inventory to copy */
970 ob_to_copy = converter->inv;
971 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
972 if (rndm (0, i) == 0)
973 ob_to_copy = ob;
974
975 item = ob_to_copy->deep_clone ();
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 }
979 else
980 {
981 if (!conv_to)
982 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1;
986 }
987
988 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 }
991
992 if (give)
993 item->nrof = give;
994
995 if (nr)
996 item->nrof *= nr;
997
998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < sint64 (item->nrof) * item->value)
1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 /**
1005 * elmex: we are going to let the game continue, as the mapcreator
1006 * hopefully had something in mind when doing this.
1007 */
1008 }
1009
1010 SET_FLAG (item, FLAG_IDENTIFIED);
1011 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1012 return 1;
1013 }
1014
1015 /**
1016 * Handle apply on containers.
1017 * By Eneq(@csd.uu.se).
1018 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1019 * added the alchemical cauldron to the code -b.t.
1020 */
1021 int
1022 apply_container (object *op, object *sack)
1023 {
1024 if (op->type != PLAYER || !op->contr->ns)
1025 return 0; /* This might change */
1026
1027 if (!sack || sack->type != CONTAINER)
1028 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0;
1031 }
1032
1033 op->contr->last_used = 0;
1034
1035 if (sack->env && sack->env != op)
1036 {
1037 op->failmsg ("You must put it onto the floor or into your inventory first.");
1038 return 1;
1039 }
1040
1041 // already applied == open on ground, or open in inv, or active in inv
1042 if (sack->flag [FLAG_APPLIED])
1043 {
1044 if (op->container == sack)
1045 {
1046 // open on ground or inv, so close
1047 op->close_container ();
1048 return 1;
1049 }
1050 else if (!sack->env)
1051 {
1052 // active, but not ours: some other player has opened it
1053 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1054 return 1;
1055 }
1056
1057 // fall through to opening it (active in inv)
1058 }
1059 else if (sack->env)
1060 {
1061 // it is in our env, so activate it, do not open yet
1062 op->close_container ();
1063 sack->flag [FLAG_APPLIED] = 1;
1064 esrv_update_item (UPD_FLAGS, op, sack);
1065 op->statusmsg (format ("You ready %s.", query_name (sack)));
1066 return 1;
1067 }
1068
1069 // it's locked?
1070 if (sack->slaying)
1071 {
1072 if (object *tmp = find_key (op, op, sack))
1073 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1074 else
1075 {
1076 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1077 return 1;
1078 }
1079 }
1080
1081 op->open_container (sack);
1082
1083 return 1;
1084 }
1085
1086 /**
1087 * Handles dropping things on altar.
1088 * Returns true if sacrifice was accepted.
1089 */
1090 static int
1091 apply_altar (object *altar, object *sacrifice, object *originator)
1092 {
1093 /* Only players can make sacrifices on spell casting altars. */
1094 if (altar->inv && (!originator || originator->type != PLAYER))
1095 return 0;
1096
1097 if (operate_altar (altar, &sacrifice))
1098 {
1099 /* Simple check. Unfortunately, it means you can't cast magic bullet
1100 * with an altar. We call it a Potion - altars are stationary - it
1101 * is up to map designers to use them properly.
1102 */
1103 if (altar->inv && altar->inv->type == SPELL)
1104 {
1105 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1106 cast_spell (originator, altar, 0, altar->inv, NULL);
1107 /* If it is connected, push the button. Fixes some problems with
1108 * old maps.
1109 */
1110
1111 /* push_button (altar);*/
1112 }
1113 else
1114 {
1115 altar->value = 1; /* works only once */
1116 push_button (altar);
1117 }
1118
1119 return !sacrifice;
1120 }
1121 else
1122 return 0;
1123 }
1124
1125 /**
1126 * Handles 'movement' of shop mats.
1127 * Returns 1 if 'op' was destroyed, 0 if not.
1128 * Largely re-written to not use nearly as many gotos, plus
1129 * some of this code just looked plain out of date.
1130 * MSW 2001-08-29
1131 */
1132 int
1133 apply_shop_mat (object *shop_mat, object *op)
1134 {
1135 int rv = 0;
1136 double opinion;
1137 object *tmp, *next;
1138
1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1140
1141 bool has_unpaid = false;
1142
1143 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1144 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID])
1147 {
1148 has_unpaid = true;
1149 break;
1150 }
1151
1152 if (op->type != PLAYER)
1153 {
1154 /* Remove all the unpaid objects that may be carried here.
1155 * This could be pets or monsters that are somehow in
1156 * the shop.
1157 */
1158 for (tmp = op->inv; tmp; tmp = next)
1159 {
1160 next = tmp->below;
1161
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 {
1164 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1165
1166 tmp->remove ();
1167
1168 if (i == -1)
1169 i = 0;
1170
1171 tmp->map = op->map;
1172 tmp->x = op->x + freearr_x[i];
1173 tmp->y = op->y + freearr_y[i];
1174 insert_ob_in_map (tmp, op->map, op, 0);
1175 }
1176 }
1177
1178 /* Don't teleport things like spell effects */
1179 if (QUERY_FLAG (op, FLAG_NO_PICK))
1180 return 0;
1181
1182 /* unpaid objects, or non living objects, can't transfer by
1183 * shop mats. Instead, put it on a nearby space.
1184 */
1185 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1186 {
1187 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1188 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1189
1190 if (i != -1)
1191 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192
1193 return 0;
1194 }
1195 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine.
1197 */
1198 rv = teleport (shop_mat, SHOP_MAT, op);
1199 }
1200 else if (can_pay (op) && get_payment (op))
1201 {
1202 /* this is only used for players */
1203 rv = teleport (shop_mat, SHOP_MAT, op);
1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1212 if (shop_mat->msg)
1213 op->statusmsg (shop_mat->msg);
1214 /* This check below is a bit simplistic - generally it should be correct,
1215 * but there is never a guarantee that the bottom space on the map is
1216 * actually the shop floor.
1217 */
1218 else if (!rv && !is_in_shop (op))
1219 {
1220 opinion = shopkeeper_approval (op->map, op);
1221
1222 op->statusmsg (
1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1226 : "The shopkeeper glares at you with contempt."
1227 );
1228 }
1229 }
1230 else
1231 {
1232 /* if we get here, a player tried to leave a shop but was not able
1233 * to afford the items he has. We try to move the player so that
1234 * they are not on the mat anymore
1235 */
1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1237
1238 if (i == -1)
1239 LOG (llevError, "Internal shop-mat problem.\n");
1240 else
1241 {
1242 op->remove ();
1243 op->x += freearr_x[i];
1244 op->y += freearr_y[i];
1245 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1246 }
1247 }
1248
1249 CLEAR_FLAG (op, FLAG_NO_APPLY);
1250 return rv;
1251 }
1252
1253 /**
1254 * Handles applying a sign.
1255 */
1256 static void
1257 apply_sign (object *op, object *sign, int autoapply)
1258 {
1259 readable_message_type *msgType;
1260
1261 if (!sign->msg)
1262 {
1263 op->statusmsg ("Nothing is written on it.");
1264 return;
1265 }
1266
1267 if (sign->stats.food)
1268 {
1269 if (sign->last_eat >= sign->stats.food)
1270 {
1271 if (!sign->move_on)
1272 op->statusmsg ("You cannot read it anymore.");
1273
1274 return;
1275 }
1276
1277 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1278 sign->last_eat++;
1279 }
1280
1281 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1282 * No way to know for sure. The presumption is basically that if
1283 * move_on is zero, it needs to be manually applied (doesn't talk
1284 * to us).
1285 */
1286 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1287 {
1288 op->failmsg ("You are unable to read while blind!");
1289 return;
1290 }
1291
1292 if (op->contr)
1293 if (client *ns = op->contr->ns)
1294 {
1295 if (sign->sound)
1296 ns->play_sound (sign->sound);
1297 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice"));
1299
1300 if (ns->can_msg)
1301 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1302 else
1303 {
1304 msgType = get_readable_message_type (sign);
1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 }
1309 }
1310
1311 /**
1312 * 'victim' moves onto 'trap'
1313 * 'victim' leaves 'trap'
1314 * effect is determined by move_on/move_off of trap and move_type of victime.
1315 *
1316 * originator: Player, monster or other object that caused 'victim' to move
1317 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1318 * However, some types of traps require an originator to function.
1319 */
1320 void
1321 move_apply (object *trap, object *victim, object *originator)
1322 {
1323 static int recursion_depth = 0;
1324
1325 /* Only exits affect DMs. */
1326 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1327 return;
1328
1329 /* move_apply() is the most likely candidate for causing unwanted and
1330 * possibly unlimited recursion.
1331 */
1332 /* The following was changed because it was causing perfeclty correct
1333 * maps to fail. 1) it's not an error to recurse:
1334 * rune detonates, summoning monster. monster lands on nearby rune.
1335 * nearby rune detonates. This sort of recursion is expected and
1336 * proper. This code was causing needless crashes.
1337 */
1338 if (recursion_depth >= 500)
1339 {
1340 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1341 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1342 return;
1343 }
1344
1345 recursion_depth++;
1346 if (trap->head)
1347 trap = trap->head;
1348
1349 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1350 goto leave;
1351
1352 switch (trap->type)
1353 {
1354 case PLAYERMOVER:
1355 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1356 {
1357 if (!trap->stats.maxsp)
1358 trap->stats.maxsp = 2;
1359
1360 /* Is this correct? From the docs, it doesn't look like it
1361 * should be divided by trap->speed
1362 */
1363 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1364
1365 /* Just put in some sanity check. I think there is a bug in the
1366 * above with some objects have zero speed, and thus the player
1367 * getting permanently paralyzed.
1368 */
1369 if (victim->speed_left < -50.f)
1370 victim->speed_left = -50.f;
1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1372 }
1373 goto leave;
1374
1375 case SPINNER:
1376 if (victim->direction)
1377 {
1378 victim->direction = absdir (victim->direction - trap->stats.sp);
1379 update_turn_face (victim);
1380 }
1381 goto leave;
1382
1383 case DIRECTOR:
1384 if (victim->direction && !should_director_abort (trap, victim))
1385 {
1386 victim->direction = trap->stats.sp;
1387 update_turn_face (victim);
1388 }
1389 goto leave;
1390
1391 case BUTTON:
1392 case PEDESTAL:
1393 update_button (trap);
1394 goto leave;
1395
1396 case ALTAR:
1397 /* sacrifice victim on trap */
1398 apply_altar (trap, victim, originator);
1399 goto leave;
1400
1401 case THROWN_OBJ:
1402 if (trap->inv == NULL)
1403 goto leave;
1404 /* fallthrough */
1405
1406 case ARROW:
1407 /* bad bug: monster throw a object, make a step forwards, step on object ,
1408 * trigger this here and get hit by own missile - and will be own enemy.
1409 * Victim then is his own enemy and will start to kill herself (this is
1410 * removed) but we have not synced victim and his missile. To avoid senseless
1411 * action, we avoid hits here
1412 */
1413 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1414 hit_with_arrow (trap, victim);
1415 goto leave;
1416
1417 case SPELL_EFFECT:
1418 apply_spell_effect (trap, victim);
1419 goto leave;
1420
1421 case TRAPDOOR:
1422 {
1423 int max, sound_was_played;
1424 object *ab, *ab_next;
1425
1426 if (!trap->value)
1427 {
1428 int tot;
1429
1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1432 tot += ab->head_ ()->total_weight ();
1433
1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1435 goto leave;
1436
1437 SET_ANIMATION (trap, trap->value);
1438 update_object (trap, UP_OBJ_FACE);
1439 }
1440
1441 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1442 {
1443 /* need to set this up, since if we do transfer the object,
1444 * ab->above would be bogus
1445 */
1446 ab_next = ab->above;
1447
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 {
1450 if (!sound_was_played)
1451 {
1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1453 sound_was_played = 1;
1454 }
1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1458 }
1459 }
1460 goto leave;
1461 }
1462
1463 case CONVERTER:
1464 if (convert_item (victim, trap) < 0)
1465 {
1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1467 get_archetype ("burnout")->insert_at (trap, trap);
1468 }
1469
1470 goto leave;
1471
1472 case TRIGGER_BUTTON:
1473 case TRIGGER_PEDESTAL:
1474 case TRIGGER_ALTAR:
1475 check_trigger (trap, victim);
1476 goto leave;
1477
1478 case DEEP_SWAMP:
1479 walk_on_deep_swamp (trap, victim);
1480 goto leave;
1481
1482 case CHECK_INV:
1483 check_inv (victim, trap);
1484 goto leave;
1485
1486 case HOLE:
1487 /* Hole not open? */
1488 if (trap->stats.wc > 0)
1489 goto leave;
1490
1491 /* Is this a multipart monster and not the head? If so, return.
1492 * Processing will happen if the head runs into the pit
1493 */
1494 if (victim->head)
1495 goto leave;
1496
1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500 goto leave;
1501
1502 case EXIT:
1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1504 {
1505 /* Basically, don't show exits leading to random maps the
1506 * players output.
1507 */
1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1509 victim->statusmsg (trap->msg, NDI_NAVY);
1510
1511 trap->play_sound (trap->sound);
1512 victim->enter_exit (trap);
1513 }
1514 goto leave;
1515
1516 case ENCOUNTER:
1517 /* may be some leftovers on this */
1518 goto leave;
1519
1520 case SHOP_MAT:
1521 apply_shop_mat (trap, victim);
1522 goto leave;
1523
1524 /* Drop a certain amount of gold, and have one item identified */
1525 case IDENTIFY_ALTAR:
1526 apply_id_altar (victim, trap, originator);
1527 goto leave;
1528
1529 case SIGN:
1530 if (victim->type != PLAYER && trap->stats.food > 0)
1531 goto leave; /* monsters musn't apply magic_mouths with counters */
1532
1533 apply_sign (victim, trap, 1);
1534 goto leave;
1535
1536 case CONTAINER:
1537 apply_container (victim, trap);
1538 goto leave;
1539
1540 case RUNE:
1541 case TRAP:
1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1543 spring_trap (trap, victim);
1544 goto leave;
1545
1546 default:
1547 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1548 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1549 goto leave;
1550 }
1551
1552 leave:
1553 recursion_depth--;
1554 }
1555
1556 /**
1557 * Handles reading a regular (ie not containing a spell) book.
1558 */
1559 static void
1560 apply_book (object *op, object *tmp)
1561 {
1562 int lev_diff;
1563 object *skill_ob;
1564
1565 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1566 {
1567 op->failmsg ("You are unable to read while blind!");
1568 return;
1569 }
1570
1571 if (!tmp->msg)
1572 {
1573 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1574 return;
1575 }
1576
1577 /* need a literacy skill to read stuff! */
1578 skill_ob = find_skill_by_name (op, tmp->skill);
1579 if (!skill_ob)
1580 {
1581 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1582 return;
1583 }
1584
1585 lev_diff = tmp->level - (skill_ob->level + 5);
1586 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1587 {
1588 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1589 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1590 : lev_diff < 5 ? "This book is beyond your comprehension."
1591 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1592 : lev_diff < 15 ? "This book is way beyond your comprehension."
1593 : "This book is totally beyond your comprehension.");
1594 return;
1595 }
1596
1597 readable_message_type *msgType = get_readable_message_type (tmp);
1598
1599 if (player *pl = op->contr)
1600 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608
1609 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613
1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1615 {
1616 /*exp_gain *= 2; because they just identified it too */
1617 SET_FLAG (tmp, FLAG_IDENTIFIED);
1618
1619 if (object *pl = tmp->visible_to ())
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 }
1622
1623 change_exp (op, exp_gain, skill_ob->skill, 0);
1624 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1625 }
1626 }
1627
1628 /**
1629 * Handles the applying of a skill scroll, calling learn_skill straight.
1630 * op is the person learning the skill, tmp is the skill scroll object
1631 */
1632 static void
1633 apply_skillscroll (object *op, object *tmp)
1634 {
1635 switch (learn_skill (op, tmp))
1636 {
1637 case 0:
1638 op->play_sound (sound_find ("generic_fail"));
1639 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1640 break;
1641
1642 case 1:
1643 tmp->decrease ();
1644 op->play_sound (sound_find ("skill_learn"));
1645 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1646 break;
1647
1648 default:
1649 tmp->decrease ();
1650 op->play_sound (sound_find ("generic_fail"));
1651 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1652 break;
1653 }
1654 }
1655
1656 /**
1657 * Actually makes op learn spell.
1658 * Informs player of what happens.
1659 */
1660 void
1661 do_learn_spell (object *op, object *spell, int special_prayer)
1662 {
1663 object *tmp;
1664
1665 if (op->type != PLAYER)
1666 {
1667 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1668 return;
1669 }
1670
1671 /* Upgrade special prayers to normal prayers */
1672 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673 {
1674 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675 {
1676 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1677 return;
1678 }
1679 return;
1680 }
1681
1682 op->contr->play_sound (sound_find ("learn_spell"));
1683
1684 tmp = spell->clone ();
1685 insert_ob_in_ob (tmp, op);
1686
1687 if (special_prayer)
1688 SET_FLAG (tmp, FLAG_STARTEQUIP);
1689
1690 esrv_add_spells (op->contr, tmp);
1691 }
1692
1693 /**
1694 * Erases spell from player's inventory.
1695 */
1696 void
1697 do_forget_spell (object *op, const char *spell)
1698 {
1699 object *spob;
1700
1701 if (op->type != PLAYER)
1702 {
1703 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1704 return;
1705 }
1706 if ((spob = check_spell_known (op, spell)) == NULL)
1707 {
1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709 return;
1710 }
1711
1712 op->failmsg (format ("You lose knowledge of %s.", spell));
1713 player_unready_range_ob (op->contr, spob);
1714 esrv_remove_spell (op->contr, spob);
1715 spob->destroy ();
1716 }
1717
1718 /**
1719 * Handles player applying a spellbook.
1720 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1721 * stuff like that. Random learning failure too.
1722 */
1723 static void
1724 apply_spellbook (object *op, object *tmp)
1725 {
1726 object *skop, *spell, *spell_skill;
1727
1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1729 {
1730 op->failmsg ("You are unable to read while blind.");
1731 return;
1732 }
1733
1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1735 * instead of having their spell stored in stats.sp. These are
1736 * legacy spellbooks
1737 */
1738 if (tmp->slaying)
1739 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell)
1742 {
1743 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return;
1745 }
1746 else
1747 insert_ob_in_ob (spell, tmp);
1748
1749 tmp->slaying = 0;
1750 }
1751
1752 skop = find_skill_by_name (op, tmp->skill);
1753
1754 /* need a literacy skill to learn spells. Also, having a literacy level
1755 * lower than the spell will make learning the spell more difficult */
1756 if (!skop)
1757 {
1758 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1759 return;
1760 }
1761
1762 spell = tmp->inv;
1763
1764 if (!spell)
1765 {
1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1767 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1768 return;
1769 }
1770
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1772 {
1773 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1774 return;
1775 }
1776
1777 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1778
1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1780 identify (tmp);
1781
1782 /* I removed the check for special_prayer_mark here - it didn't make
1783 * a lot of sense - special prayers are not found in spellbooks, and
1784 * if the player doesn't know the spell, doesn't make a lot of sense that
1785 * they would have a special prayer mark.
1786 */
1787 if (check_spell_known (op, spell->name))
1788 {
1789 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1790 return;
1791 }
1792
1793 if (spell->skill)
1794 {
1795 spell_skill = find_skill_by_name (op, spell->skill);
1796
1797 if (!spell_skill)
1798 {
1799 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1800 return;
1801 }
1802
1803 if (spell_skill->level < spell->level)
1804 {
1805 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1806 return;
1807 }
1808 }
1809
1810 /* Logic as follows
1811 *
1812 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1813 *
1814 * 2- The learner's skill level in literacy adjusts the chance to learn
1815 * a spell.
1816 *
1817 * 3 -Automatically fail to learn if you read while confused
1818 *
1819 * Overall, chances are the same but a player will find having a high
1820 * literacy rate very useful! -b.t.
1821 */
1822 if (QUERY_FLAG (op, FLAG_CONFUSED))
1823 {
1824 op->failmsg ("In your confused state you flub the wording of the text!");
1825 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1826 }
1827 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1828 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1829 {
1830 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1831 do_learn_spell (op, spell, 0);
1832
1833 /* xp gain to literacy for spell learning */
1834 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1835 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1836 }
1837 else
1838 {
1839 op->contr->play_sound (sound_find ("fumble_spell"));
1840 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1841 }
1842
1843 tmp->decrease ();
1844 }
1845
1846 /**
1847 * Handles applying a spell scroll.
1848 */
1849 void
1850 apply_scroll (object *op, object *tmp, int dir)
1851 {
1852 object *skop;
1853
1854 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1855 {
1856 op->failmsg ("You are unable to read while blind.");
1857 return;
1858 }
1859
1860 if (!tmp->inv || tmp->inv->type != SPELL)
1861 {
1862 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1863 return;
1864 }
1865
1866 if (op->type == PLAYER)
1867 {
1868 /* players need a literacy skill to read stuff! */
1869 int exp_gain = 0;
1870
1871 /* hard code literacy - tmp->skill points to where the exp
1872 * should go for anything killed by the spell.
1873 */
1874 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1875
1876 if (!skop)
1877 {
1878 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1879 return;
1880 }
1881
1882 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1883 change_exp (op, exp_gain, skop->skill, 0);
1884 }
1885
1886 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1887 identify (tmp);
1888
1889 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1890
1891 cast_spell (op, tmp, dir, tmp->inv, NULL);
1892 tmp->decrease ();
1893 }
1894
1895 /**
1896 * Applies a treasure object - by default, chest. op
1897 * is the person doing the applying, tmp is the treasure
1898 * chest.
1899 */
1900 static void
1901 apply_treasure (object *op, object *tmp)
1902 {
1903 /* Nice side effect of this treasure creation method is that the treasure
1904 * for the chest is done when the chest is created, and put into the chest
1905 * inventory. So that when the chest burns up, the items still exist. Also
1906 * prevents people from moving chests to more difficult maps to get better
1907 * treasure
1908 */
1909 object *treas = tmp->inv;
1910
1911 if (!treas)
1912 {
1913 op->statusmsg ("The chest was empty.");
1914 tmp->decrease ();
1915 return;
1916 }
1917
1918 while (tmp->inv)
1919 {
1920 treas = tmp->inv;
1921 treas->remove ();
1922
1923 treas->x = op->x;
1924 treas->y = op->y;
1925 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1926
1927 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1928 spring_trap (treas, op);
1929
1930 /* If either player or container was destroyed, no need to do
1931 * further processing. I think this should be enclused with
1932 * spring trap above, as I don't think there is otherwise
1933 * any way for the treasure chest or player to get killed.
1934 */
1935 if (op->destroyed () || tmp->destroyed ())
1936 break;
1937 }
1938
1939 if (!tmp->destroyed () && !tmp->inv)
1940 tmp->decrease ();
1941 }
1942
1943 /**
1944 * op eats food.
1945 * If player, takes care of messages and dragon special food.
1946 */
1947 static void
1948 apply_food (object *op, object *tmp)
1949 {
1950 int capacity_remaining;
1951
1952 if (op->type != PLAYER)
1953 op->stats.hp = op->stats.maxhp;
1954 else
1955 {
1956 /* check if this is a dragon (player), eating some flesh */
1957 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1958 ;
1959 else
1960 {
1961 /* usual case - no dragon meal: */
1962 if (op->stats.food + tmp->stats.food > 999)
1963 {
1964 if (tmp->type == FOOD || tmp->type == FLESH)
1965 op->failmsg ("You feel full, but what a waste of food!");
1966 else
1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
1977
1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1979 {
1980 const char *buf;
1981
1982 if (!is_dragon_pl (op))
1983 {
1984 /* eating message for normal players */
1985 if (tmp->type == DRINK)
1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1987 else
1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1989 }
1990 else
1991 /* eating message for dragon players */
1992 buf = format ("The %s tasted terrible!", &tmp->name);
1993
1994 op->statusmsg (buf);
1995
1996 capacity_remaining = 999 - op->stats.food;
1997 op->stats.food += tmp->stats.food;
1998 if (capacity_remaining < tmp->stats.food)
1999 op->stats.hp += capacity_remaining / 50;
2000 else
2001 op->stats.hp += tmp->stats.food / 50;
2002
2003 if (op->stats.hp > op->stats.maxhp)
2004 op->stats.hp = op->stats.maxhp;
2005 if (op->stats.food > 999)
2006 op->stats.food = 999;
2007 }
2008
2009 /* special food hack -b.t. */
2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2011 eat_special_food (op, tmp);
2012 }
2013 }
2014
2015 handle_apply_yield (tmp);
2016 tmp->decrease ();
2017 }
2018
2019 /**
2020 * A dragon is eating some flesh. If the flesh contains resistances,
2021 * there is a chance for the dragon's skin to get improved.
2022 *
2023 * attributes:
2024 * object *op the object (dragon player) eating the flesh
2025 * object *meal the flesh item, getting chewed in dragon's mouth
2026 * return:
2027 * int 1 if eating successful, 0 if it doesn't work
2028 */
2029 int
2030 dragon_eat_flesh (object *op, object *meal)
2031 {
2032 object *skin = NULL; /* pointer to dragon skin force */
2033 object *abil = NULL; /* pointer to dragon ability force */
2034 object *tmp = NULL; /* tmp. object */
2035
2036 double chance; /* improvement-chance of one resistance type */
2037 double totalchance = 1; /* total chance of gaining one resistance */
2038 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2039 double mbonus = 0; /* monster bonus */
2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2041 int winners = 0; /* number of winners */
2042 int i; /* index */
2043
2044 /* let's make sure and doublecheck the parameters */
2045 if (meal->type != FLESH || !is_dragon_pl (op))
2046 return 0;
2047
2048 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2049 from the player's inventory */
2050 for (tmp = op->inv; tmp; tmp = tmp->below)
2051 if (tmp->type == FORCE)
2052 if (tmp->arch->archname == shstr_dragon_skin_force)
2053 skin = tmp;
2054 else if (tmp->arch->archname == shstr_dragon_ability_force)
2055 abil = tmp;
2056
2057 /* if either skin or ability are missing, this is an old player
2058 which is not to be considered a dragon -> bail out */
2059 if (skin == NULL || abil == NULL)
2060 return 0;
2061
2062 /* now start by filling stomache and health, according to food-value */
2063 if ((999 - op->stats.food) < meal->stats.food)
2064 op->stats.hp += (999 - op->stats.food) / 50;
2065 else
2066 op->stats.hp += meal->stats.food / 50;
2067
2068 if (op->stats.hp > op->stats.maxhp)
2069 op->stats.hp = op->stats.maxhp;
2070
2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2072
2073 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2074
2075 /* on to the interesting part: chances for adding resistance */
2076 for (i = 0; i < NROFATTACKS; i++)
2077 {
2078 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2079 {
2080 /* got positive resistance, now calculate improvement chance (0-100) */
2081
2082 /* this bonus makes resistance increase easier at lower levels */
2083 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2084 if (i == abil->stats.exp)
2085 bonus += 5; /* additional bonus for resistance of ability-focus */
2086
2087 /* monster bonus increases with level, because high-level
2088 flesh is too rare */
2089 mbonus = op->level * 20. / ((double) settings.max_level);
2090
2091 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2092 ((double) settings.max_level)) - skin->resist[i];
2093
2094 if (chance >= 0.)
2095 chance += 1.;
2096 else
2097 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2098
2099 /* chance is proportional to amount of resistance (max. 50) */
2100 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2101
2102 /* doubled chance for resistance of ability-focus */
2103 if (i == abil->stats.exp)
2104 chance = MIN (100., chance * 2.);
2105
2106 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2107 if (rndm (10000) < (unsigned int) (chance * 100))
2108 {
2109 atnr_winner[winners] = i;
2110 winners++;
2111 }
2112
2113 if (chance >= 0.01)
2114 totalchance *= 1 - chance / 100;
2115
2116 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2117 }
2118 }
2119
2120 /* inverse totalchance as until now we have the failure-chance */
2121 totalchance = 100 - totalchance * 100;
2122
2123 /* print message according to totalchance */
2124 const char *buf;
2125 if (totalchance > 50.)
2126 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2127 else if (totalchance > 10.)
2128 buf = format ("The %s tasted very good.", &meal->name);
2129 else if (totalchance > 1.)
2130 buf = format ("The %s tasted good.", &meal->name);
2131 else if (totalchance > 0.1)
2132 buf = format ("The %s tasted bland.", &meal->name);
2133 else if (totalchance >= 0.01)
2134 buf = format ("The %s had a boring taste.", &meal->name);
2135 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2136 buf = format ("The %s tasted strange.", &meal->name);
2137 else
2138 buf = format ("The %s had no taste.", &meal->name);
2139
2140 op->statusmsg (buf);
2141
2142 /* now choose a winner if we have any */
2143 i = -1;
2144 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners];
2146
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 {
2149 /* resistance increased! */
2150 skin->resist[i]++;
2151 op->update_stats ();
2152
2153 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2154 }
2155
2156 /* if this flesh contains a new ability focus, we mark it
2157 into the ability_force and it will take effect on next level */
2158 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2159 {
2160 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2161
2162 if (meal->last_eat != abil->stats.exp)
2163 op->statusmsg (format (
2164 "Your metabolism prepares to focus on %s!\n"
2165 "The change will happen at level %d.",
2166 change_resist_msg[meal->last_eat],
2167 abil->level + 1
2168 ));
2169 else
2170 {
2171 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2172 abil->last_eat = 0;
2173 }
2174 }
2175
2176 return 1;
2177 }
2178
2179 /**
2180 * Handles applying an improve armor scroll.
2181 * Does some sanity checks, then calls improve_armour.
2182 */
2183 static void
2184 apply_armour_improver (object *op, object *tmp)
2185 {
2186 object *armor;
2187
2188 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2189 {
2190 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2191 return;
2192 }
2193
2194 armor = find_marked_object (op);
2195
2196 if (!armor)
2197 {
2198 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2199 return;
2200 }
2201
2202 if (armor->type != ARMOUR
2203 && armor->type != CLOAK
2204 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2205 {
2206 op->failmsg ("Your marked item is not armour!\n");
2207 return;
2208 }
2209
2210 op->statusmsg ("Applying armour enchantment.");
2211 improve_armour (op, tmp, armor);
2212 }
2213
2214 void
2215 apply_poison (object *op, object *tmp)
2216 {
2217 object *poison = tmp->split (1);
2218
2219 if (op->type == PLAYER)
2220 {
2221 op->contr->play_sound (sound_find ("drink_poison"));
2222 op->failmsg ("Yech! That tasted poisonous!");
2223 op->contr->killer = poison;
2224 }
2225
2226 if (poison->stats.hp > 0)
2227 {
2228 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2229 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2230 }
2231
2232 op->stats.food -= op->stats.food / 4;
2233 handle_apply_yield (poison);
2234 poison->destroy ();
2235 }
2236
2237 /**
2238 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2239 * A valid 2 way exit means:
2240 * -You can come back (there is another exit at the other side)
2241 * -You are
2242 * ° the owner of the exit
2243 * ° or in the same party as the owner
2244 *
2245 * Note: a owner in a 2 way exit is saved as the owner's name
2246 * in the field exit->name cause the field exit->owner doesn't
2247 * survive in the swapping (in fact the whole exit doesn't survive).
2248 */
2249 int
2250 is_legal_2ways_exit (object *op, object *exit)
2251 {
2252 if (exit->stats.exp != 1)
2253 return 1; /*This is not a 2 way, so it is legal */
2254
2255 #if 0 //TODO
2256 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2257 return 0; /* This is a reset town portal */
2258 #endif
2259
2260 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2261
2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2263
2264 if (exitmap)
2265 {
2266 exitmap->load_sync ();
2267
2268 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2269
2270 if (!tmp)
2271 return 0;
2272
2273 for (; tmp; tmp = tmp->above)
2274 {
2275 if (tmp->type != EXIT)
2276 continue; /*Not an exit */
2277
2278 if (!EXIT_PATH (tmp))
2279 continue; /*Not a valid exit */
2280
2281 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2282 continue; /*Not in the same place */
2283
2284 if (exit->map->path != EXIT_PATH (tmp))
2285 continue; /*Not in the same map */
2286
2287 /* From here we have found the exit is valid. However we do
2288 * here the check of the exit owner. It is important for the
2289 * town portals to prevent strangers from visiting your appartments
2290 */
2291 if (!exit->race)
2292 return 1; /*No owner, free for all! */
2293
2294 object *exit_owner = 0;
2295
2296 for_all_players (pp)
2297 {
2298 if (!pp->ob)
2299 continue;
2300
2301 if (pp->ob->name != exit->race)
2302 continue;
2303
2304 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2305 break;
2306 }
2307
2308 if (!exit_owner)
2309 return 0; /* No more owner */
2310
2311 if (exit_owner->contr == op->contr)
2312 return 1; /*It is your exit */
2313
2314 if (exit_owner && /*There is a owner */
2315 (op->contr) && /*A player tries to pass */
2316 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2317 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2318 return 0;
2319
2320 return 1;
2321 }
2322 }
2323
2324 return 0;
2325 }
2326
2327 /**
2328 * Main apply handler.
2329 *
2330 * Checks for unpaid items before applying.
2331 *
2332 * Return value:
2333 * 0: player or monster can't apply objects of that type
2334 * 1: has been applied, or there was an error applying the object
2335 * 2: objects of that type can't be applied if not in inventory
2336 *
2337 * op is the object that is causing object to be applied, tmp is the object
2338 * being applied.
2339 *
2340 * aflag is special (always apply/unapply) flags. Nothing is done with
2341 * them in this function - they are passed to apply_special
2342 */
2343 int
2344 manual_apply (object *op, object *tmp, int aflag)
2345 {
2346 if (tmp->head)
2347 tmp = tmp->head;
2348
2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2350 {
2351 if (op->type == PLAYER)
2352 {
2353 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2354 return 1;
2355 }
2356 else
2357 return 0; /* monsters just skip unpaid items */
2358 }
2359
2360 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2361 return RESULT_INT (0);
2362
2363 switch (tmp->type)
2364 {
2365 case CF_HANDLE:
2366 op->play_sound (sound_find ("turn_handle"));
2367 op->statusmsg ("You turn the handle.");
2368 tmp->value = tmp->value ? 0 : 1;
2369 SET_ANIMATION (tmp, tmp->value);
2370 update_object (tmp, UP_OBJ_FACE);
2371 push_button (tmp);
2372 return 1;
2373
2374 case TRIGGER:
2375 if (check_trigger (tmp, op))
2376 {
2377 op->statusmsg ("You turn the handle.");
2378 op->play_sound (sound_find ("turn_handle"));
2379 }
2380 else
2381 op->failmsg ("The handle doesn't move.");
2382
2383 return 1;
2384
2385 case EXIT:
2386 if (op->type != PLAYER)
2387 return 0;
2388
2389 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2390 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2391 else
2392 {
2393 /* Don't display messages for random maps. */
2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2395 op->statusmsg (tmp->msg, NDI_NAVY);
2396
2397 op->enter_exit (tmp);
2398 }
2399
2400 return 1;
2401
2402 case INSCRIBABLE:
2403 op->statusmsg (tmp->msg);
2404 // maybe show a spell menu to chose from or something like that
2405 return 1;
2406
2407 case SIGN:
2408 apply_sign (op, tmp, 0);
2409 return 1;
2410
2411 case BOOK:
2412 if (op->type == PLAYER)
2413 {
2414 apply_book (op, tmp);
2415 return 1;
2416 }
2417 else
2418 return 0;
2419
2420 case SKILLSCROLL:
2421 if (op->type == PLAYER)
2422 {
2423 apply_skillscroll (op, tmp);
2424 return 1;
2425 }
2426 else
2427 return 0;
2428
2429 case SPELLBOOK:
2430 if (op->type == PLAYER)
2431 {
2432 apply_spellbook (op, tmp);
2433 return 1;
2434 }
2435 else
2436 return 0;
2437
2438 case SCROLL:
2439 apply_scroll (op, tmp, 0);
2440 return 1;
2441
2442 case POTION:
2443 apply_potion (op, tmp);
2444 return 1;
2445
2446 /* Eneq(@csd.uu.se): Handle apply on containers. */
2447 //TODO: remove, as it is unsed?
2448 case CLOSE_CON:
2449 apply_container (op, tmp->env);
2450 return 1;
2451
2452 case CONTAINER:
2453 apply_container (op, tmp);
2454 return 1;
2455
2456 case TREASURE:
2457 if (op->type == PLAYER)
2458 {
2459 apply_treasure (op, tmp);
2460 return 1;
2461 }
2462 else
2463 return 0;
2464
2465 case WEAPON:
2466 case ARMOUR:
2467 case BOOTS:
2468 case GLOVES:
2469 case AMULET:
2470 case GIRDLE:
2471 case BRACERS:
2472 case SHIELD:
2473 case HELMET:
2474 case RING:
2475 case CLOAK:
2476 case WAND:
2477 case ROD:
2478 case HORN:
2479 case SKILL:
2480 case BOW:
2481 case LAMP:
2482 case BUILDER:
2483 case SKILL_TOOL:
2484 if (tmp->env != op)
2485 return 2; /* not in inventory */
2486
2487 apply_special (op, tmp, aflag);
2488 return 1;
2489
2490 case DRINK:
2491 case FOOD:
2492 case FLESH:
2493 apply_food (op, tmp);
2494 return 1;
2495
2496 case POISON:
2497 apply_poison (op, tmp);
2498 return 1;
2499
2500 case SAVEBED:
2501 return 1;
2502
2503 case ARMOUR_IMPROVER:
2504 if (op->type == PLAYER)
2505 {
2506 apply_armour_improver (op, tmp);
2507 return 1;
2508 }
2509 else
2510 return 0;
2511
2512 case WEAPON_IMPROVER:
2513 check_improve_weapon (op, tmp);
2514 return 1;
2515
2516 case CLOCK:
2517 if (op->type == PLAYER)
2518 {
2519 char buf[MAX_BUF];
2520 timeofday_t tod;
2521
2522 get_tod (&tod);
2523 op->play_sound (sound_find ("sound_clock"));
2524 op->statusmsg (format (
2525 "It is %d minute%s past %d o'clock %s",
2526 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2527 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2528 ));
2529 return 1;
2530 }
2531 else
2532 return 0;
2533
2534 case MENU:
2535 if (op->type == PLAYER)
2536 {
2537 shop_listing (tmp, op);
2538 return 1;
2539 }
2540 else
2541 return 0;
2542
2543 case POWER_CRYSTAL:
2544 apply_power_crystal (op, tmp); /* see egoitem.c */
2545 return 1;
2546
2547 case LIGHTER: /* for lighting torches/lanterns/etc */
2548 if (op->type == PLAYER)
2549 {
2550 apply_lighter (op, tmp);
2551 return 1;
2552 }
2553 else
2554 return 0;
2555
2556 case ITEM_TRANSFORMER:
2557 apply_item_transformer (op, tmp);
2558 return 1;
2559
2560 default:
2561 return 0;
2562 }
2563 }
2564
2565
2566 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2567 * messages as needed by player_apply_below(). But there can still be
2568 * "but you are floating high above the ground" messages.
2569 *
2570 * Same return value as apply() function.
2571 */
2572 int
2573 player_apply (object *pl, object *op, int aflag, int quiet)
2574 {
2575 int tmp;
2576
2577 if (op->env && (pl->move_type & MOVE_FLYING))
2578 {
2579 /* player is flying and applying object not in inventory */
2580 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2581 {
2582 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2583 return 0;
2584 }
2585 }
2586
2587 pl->contr->last_used = op;
2588
2589 tmp = manual_apply (pl, op, aflag);
2590 if (!quiet)
2591 {
2592 if (tmp == 0)
2593 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2594 else if (tmp == 2)
2595 pl->failmsg ("You must get it first!\n");
2596 }
2597
2598 return tmp;
2599 }
2600
2601 /**
2602 * player_apply_below attempts to apply the object 'below' the player.
2603 * If the player has an open container, we use that for below, otherwise
2604 * we use the ground.
2605 */
2606 void
2607 player_apply_below (object *pl)
2608 {
2609 int floors = 0;
2610
2611 /* If using a container, set the starting item to be the top
2612 * item in the container. Otherwise, use the map.
2613 * This is perhaps more complicated. However, I want to make sure that
2614 * we don't use a corrupt pointer for the next object, so we get the
2615 * next object in the stack before applying. This is can only be a
2616 * problem if player_apply() has a bug in that it uses the object but does
2617 * not return a proper value.
2618 */
2619 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2620 {
2621 next = tmp->below;
2622
2623 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2624 floors++;
2625 else if (floors > 0)
2626 return; /* process only floor objects after first floor object */
2627
2628 /* If it is visible, player can apply it. If it is applied by
2629 * person moving on it, also activate. Added code to make it
2630 * so that at least one of players movement types be that which
2631 * the item needs.
2632 */
2633 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2634 {
2635 if (player_apply (pl, tmp, 0, 1) == 1)
2636 return;
2637 }
2638 if (floors >= 2)
2639 return; /* process at most two floor objects */
2640 }
2641 }
2642
2643 /**
2644 * Unapplies specified item.
2645 * No check done on cursed/damned.
2646 * Break this out of apply_special - this is just done
2647 * to keep the size of apply_special to a more managable size.
2648 */
2649 static int
2650 unapply_special (object *who, object *op, int aflags)
2651 {
2652 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2653 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2654 return RESULT_INT (0);
2655
2656 CLEAR_FLAG (op, FLAG_APPLIED);
2657
2658 switch (op->type)
2659 {
2660 case SKILL_TOOL:
2661 // unapplying a skill tool should also unapply the skill it governs
2662 // but this is hard, as it shouldn't do so when the skill can
2663 // be used for other reasons
2664 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2665 if (tmp->skill == op->skill
2666 && tmp->type == SKILL
2667 && tmp->flag [FLAG_APPLIED]
2668 && !tmp->flag [FLAG_CAN_USE_SKILL])
2669 unapply_special (who, tmp, 0);
2670
2671 change_abil (who, op);
2672 break;
2673
2674 case WEAPON:
2675 if (player *pl = who->contr)
2676 if (op == pl->combat_ob)
2677 {
2678 pl->combat_ob = 0;
2679 who->change_weapon (pl->ranged_ob);
2680 }
2681
2682 who->statusmsg (format ("You unwield %s.", query_name (op)));
2683
2684 change_abil (who, op);
2685 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2686 break;
2687
2688 case SKILL:
2689 if (who->contr)
2690 {
2691 if (!op->invisible)
2692 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2693 else
2694 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2695 }
2696
2697 change_abil (who, op);
2698 CLEAR_FLAG (who, FLAG_READY_SKILL);
2699 break;
2700
2701 case ARMOUR:
2702 case HELMET:
2703 case SHIELD:
2704 case RING:
2705 case BOOTS:
2706 case GLOVES:
2707 case AMULET:
2708 case GIRDLE:
2709 case BRACERS:
2710 case CLOAK:
2711 who->statusmsg (format ("You unwear %s.", query_name (op)));
2712 change_abil (who, op);
2713 break;
2714
2715 case LAMP:
2716 {
2717 who->statusmsg (format ("You turn off your %s.", &op->name));
2718
2719 object *tmp2 = arch_to_object (op->other_arch);
2720 tmp2->x = op->x;
2721 tmp2->y = op->y;
2722 tmp2->map = op->map;
2723 tmp2->below = op->below;
2724 tmp2->above = op->above;
2725 tmp2->stats.food = op->stats.food;
2726 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2727
2728 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2729 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2730
2731 op->destroy ();
2732 who->insert (tmp2);
2733 who->update_stats ();
2734
2735 if (who->contr)
2736 {
2737 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2738 {
2739 who->failmsg ("Oops, it feels deadly cold!");
2740 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2741 }
2742 }
2743 }
2744
2745 return 1; /* otherwise, an attempt to drop causes problems */
2746
2747 case BOW:
2748 case WAND:
2749 case ROD:
2750 case HORN:
2751 if (player *pl = who->contr)
2752 {
2753 if (op == pl->ranged_ob)
2754 {
2755 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob);
2757 }
2758
2759 who->statusmsg (format ("You unready %s.", query_name (op)));
2760 }
2761 else
2762 {
2763 who->change_skill (0);
2764
2765 if (op->type == BOW)
2766 CLEAR_FLAG (who, FLAG_READY_BOW);
2767 else
2768 CLEAR_FLAG (who, FLAG_READY_RANGE);
2769 }
2770
2771 break;
2772
2773 case BUILDER:
2774 if (who->contr)
2775 who->statusmsg (format ("You unready %s.", query_name (op)));
2776 break;
2777
2778 default:
2779 who->statusmsg (format ("You unapply %s.", query_name (op)));
2780 break;
2781 }
2782
2783 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2784 if (object *pl = op->visible_to ())
2785 esrv_send_item (pl, op);
2786
2787 who->update_stats ();
2788
2789 return 0;
2790 }
2791
2792 /**
2793 * Returns the object that is using location 'loc'.
2794 * Note that 'start' is the first object to start examing - we
2795 * then go through the below of this. In this way, you can do
2796 * something like:
2797 * tmp = get_next_item_from_body_location(who->inv, 1);
2798 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2799 * to find the second object that may use this location, etc.
2800 * Returns NULL if no match is found.
2801 * loc is the index into the array we are looking for a match.
2802 * don't return invisible objects unless they are skill objects
2803 * invisible other objects that use
2804 * up body locations can be used as restrictions.
2805 */
2806 static object *
2807 get_next_item_from_body_location (int loc, object *start)
2808 {
2809 for (object *tmp = start; tmp; tmp = tmp->below)
2810 if (tmp->flag [FLAG_APPLIED]
2811 && tmp->slot[loc].info
2812 && (!tmp->invisible || tmp->type == SKILL))
2813 return tmp;
2814
2815 return 0;
2816 }
2817
2818 /**
2819 * 'op' wants to apply an object, but can't because of other equipment.
2820 * This should only be called when it is known
2821 * that there are objects to unapply. This makes pretty heavy
2822 * use of get_item_from_body_location. It makes no intelligent choice
2823 * on objects - rather, the first that is matched is used.
2824 * Returns 0 on success, returns 1 if there is some problem.
2825 * if aflags is AP_PRINT, we instead print out waht to unapply
2826 * instead of doing it. This is a lot less code than having
2827 * another function that does just that.
2828 */
2829
2830 #define CANNOT_REMOVE_CURSED \
2831 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2832 "Praying over an altar, scrolls of remove curse/damnation, " \
2833 "priests or even other players might help.>"
2834
2835 int
2836 unapply_for_ob (object *who, object *op, int aflags)
2837 {
2838 if (op->is_range ())
2839 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2840 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2841 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2842 {
2843 if (aflags & AP_PRINT)
2844 who->failmsg (query_name (tmp));
2845 else
2846 unapply_special (who, tmp, aflags);
2847 }
2848 else
2849 {
2850 /* In this case, we want to try and remove a cursed item.
2851 * While we know it won't work, we want unapply_special to
2852 * at least generate the message.
2853 */
2854 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2855 return 1;
2856 }
2857
2858 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2859 {
2860 /* this used up a slot that we need to free */
2861 if (op->slot[i].info)
2862 {
2863 object *last = who->inv;
2864
2865 /* We do a while loop - may need to remove several items in order
2866 * to free up enough slots.
2867 */
2868 while ((who->slot[i].used + op->slot[i].info) < 0)
2869 {
2870 object *tmp = get_next_item_from_body_location (i, last);
2871
2872 if (!tmp)
2873 {
2874 #if 0
2875 /* Not a bug - we'll get this if the player has cursed items
2876 * equipped.
2877 */
2878 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2879 #endif
2880 return 1;
2881 }
2882
2883 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 {
2886 if (aflags & AP_PRINT)
2887 who->failmsg (query_name (tmp));
2888 else
2889 unapply_special (who, tmp, aflags);
2890 }
2891 else
2892 {
2893 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few,
2895 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.)
2897 */
2898 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 }
2900
2901 last = tmp->below;
2902 }
2903 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2904 * return in the !tmp would have kicked in.
2905 */
2906 } /* if op is using this body location */
2907 } /* for body lcoations */
2908
2909 return 0;
2910 }
2911
2912 /**
2913 * Checks to see if 'who' can apply object 'op'.
2914 * Returns 0 if apply can be done without anything special.
2915 * Otherwise returns a bitmask - potentially several of these may be
2916 * set, but largely depends on circumstance - in the future, processing
2917 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2918 * is set, do we really care what the other flags may be?)
2919 *
2920 * See include/define.h for detailed description of the meaning of
2921 * these return values.
2922 */
2923 int
2924 can_apply_object (object *who, object *op)
2925 {
2926 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2927 return RESULT_INT (0);
2928
2929 int retval = 0;
2930 object *tmp = 0, *ws = 0;
2931
2932 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2933 {
2934 if (op->slot[i].info)
2935 {
2936 /* Item uses more slots than we have */
2937 if (who->slot[i].info + op->slot [i].info < 0)
2938 {
2939 /* Could return now for efficiency - rest of info below isn't
2940 * really needed.
2941 */
2942 retval |= CAN_APPLY_NEVER;
2943 }
2944 else if (who->slot[i].used + op->slot[i].info < 0)
2945 {
2946 /* in this case, equipping this would use more free spots than
2947 * we have.
2948 */
2949
2950 /* if we have an applied weapon/shield, and unapply it would free
2951 * enough slots to equip the new item, then just set "can
2952 * apply unapply". We don't care about the logic below - if you have a
2953 * shield equipped and try to equip another shield, there is only
2954 * one choice. However, the check for the number of body locations
2955 * does take into the account cases where what is being applied
2956 * may be two handed for example.
2957 */
2958 if (ws)
2959 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2960 {
2961 retval |= CAN_APPLY_UNAPPLY;
2962 continue;
2963 }
2964
2965 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2966 if (!tmp1)
2967 {
2968 #if 0
2969 /* This is sort of an error, but happens a lot when old players
2970 * join in with more stuff equipped than they are now allowed.
2971 */
2972 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2973 #endif
2974 retval |= CAN_APPLY_NEVER;
2975 }
2976 else
2977 {
2978 /* need to unapply something. However, if this something
2979 * is different than we had found before, it means they need
2980 * to apply multiple objects
2981 */
2982 retval |= CAN_APPLY_UNAPPLY;
2983
2984 if (!tmp)
2985 tmp = tmp1;
2986 else if (tmp != tmp1)
2987 retval |= CAN_APPLY_UNAPPLY_MULT;
2988
2989 /* This object isn't using up all the slots, so there must
2990 * be another. If so, and it the new item doesn't need all
2991 * the slots, the player then has a choice.
2992 */
2993 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2994 && abs (op->slot[i].info) < who->slot[i].info)
2995 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2996
2997 /* Does unequippint 'tmp1' free up enough slots for this to be
2998 * equipped? If not, there must be something else to unapply.
2999 */
3000 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3001 retval |= CAN_APPLY_UNAPPLY_MULT;
3002 }
3003 } /* if not enough free slots */
3004 } /* if this object uses location i */
3005 } /* for i -> num_body_locations loop */
3006
3007 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3008 * really be controlled by use of body locations. We do have
3009 * the weapon/shield checks, and the range checks for monsters,
3010 * because you can't control those just by body location - bows, shields,
3011 * and weapons all use the same slot. Similar for horn/rod/wand - they
3012 * all use the same location.
3013 */
3014 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3015 retval |= CAN_APPLY_RESTRICTION;
3016
3017 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3018 retval |= CAN_APPLY_RESTRICTION;
3019
3020 if (who->type != PLAYER)
3021 {
3022 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3023 retval |= CAN_APPLY_RESTRICTION;
3024
3025 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3026 retval |= CAN_APPLY_RESTRICTION;
3027
3028 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3029 retval |= CAN_APPLY_RESTRICTION;
3030
3031 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3032 retval |= CAN_APPLY_RESTRICTION;
3033 }
3034
3035 return retval;
3036 }
3037
3038 /**
3039 * who is the object using the object. It can be a monster.
3040 * op is the object they are using. op is an equipment type item,
3041 * eg, one which you put on and keep on for a while, and not something
3042 * like a potion or scroll.
3043 *
3044 * function returns 1 if the action could not be completed, 0 on
3045 * success. However, success is a matter of meaning - if the
3046 * user passes the 'apply' flag to an object already applied,
3047 * nothing is done, and 0 is returned.
3048 *
3049 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3050 * AP_UNAPPLY=always unapply).
3051 *
3052 * Optional flags:
3053 * AP_NO_MERGE: don't merge an unapplied object with other objects
3054 * AP_IGNORE_CURSE: unapply cursed items
3055 * AP_NO_READY: do not ready skills when applying skill tools
3056 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 *
3059 * apply_special() doesn't check for unpaid items.
3060 */
3061
3062 #define LACK_ITEM_POWER \
3063 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3064
3065 int
3066 apply_special (object *who, object *op, int aflags)
3067 {
3068 int basic_flag = aflags & AP_BASIC_FLAGS;
3069 object *tmp, *tmp2, *skop = NULL;
3070
3071 if (who == NULL)
3072 {
3073 LOG (llevError, "apply_special() from object without environment.\n");
3074 return 1;
3075 }
3076
3077 if (op->env != who)
3078 return 1; /* op is not in inventory */
3079
3080 /* trying to unequip op */
3081 if (QUERY_FLAG (op, FLAG_APPLIED))
3082 {
3083 /* always apply, so no reason to unapply */
3084 if (basic_flag == AP_APPLY)
3085 return 0;
3086
3087 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3088 {
3089 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3090 return 1;
3091 }
3092
3093 return unapply_special (who, op, aflags);
3094 }
3095
3096 if (basic_flag == AP_UNAPPLY)
3097 return 0;
3098
3099 // if the item is combat/ranged, wield the relevant slot first
3100 // to resolve conflicts.
3101 if (player *pl = who->contr)
3102 switch (op->slottype ())
3103 {
3104 case slot_combat: who->change_weapon (pl->combat_ob); break;
3105 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3106 }
3107
3108 splay (op);
3109
3110 /* Can't just apply this object. Lets see what not and what to do */
3111 if (int i = can_apply_object (who, op))
3112 {
3113 if (i & CAN_APPLY_NEVER)
3114 {
3115 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3116 return 1;
3117 }
3118 else if (i & CAN_APPLY_RESTRICTION)
3119 {
3120 who->failmsg (format (
3121 "You have a prohibition against using a %s. "
3122 "H<Your belief, profession or class prevents you from applying this item.>",
3123 query_name (op)
3124 ));
3125 return 1;
3126 }
3127
3128 if (who->type != PLAYER)
3129 {
3130 /* Some error, so don't try to equip something more */
3131 if (unapply_for_ob (who, op, aflags))
3132 return 1;
3133 }
3134 else
3135 {
3136 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3137 {
3138 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3139 unapply_for_ob (who, op, AP_PRINT);
3140 return 1;
3141 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3143 if (unapply_for_ob (who, op, aflags))
3144 return 1;
3145 }
3146 }
3147
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 {
3150 skop = find_skill_by_name (who, op->skill);
3151
3152 if (!skop)
3153 {
3154 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3155 return 1;
3156 }
3157 else
3158 /* While experience will be credited properly, we want to change the
3159 * skill so that the dam and wc get updated
3160 */
3161 who->change_skill (skop);
3162 }
3163
3164 if (who->type == PLAYER
3165 && op->item_power
3166 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3167 {
3168 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3169 return 1;
3170 }
3171
3172 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object.
3175 */
3176 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3177
3178 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch (op->type)
3182 {
3183 case WEAPON:
3184 if (!check_weapon_power (who, op->last_eat))
3185 {
3186 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3187
3188 if (tmp)
3189 insert_ob_in_ob (tmp, who);
3190
3191 return 1;
3192 }
3193
3194 //TODO: this obviously fails for players using a shorter prefix
3195 // i.e. "R" can use Ragnarok's sword.
3196 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3197 {
3198 /* if the weapon does not have the name as the character, can't use it. */
3199 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3200 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3201
3202 if (tmp)
3203 insert_ob_in_ob (tmp, who);
3204
3205 return 1;
3206 }
3207
3208 if (!skop)
3209 {
3210 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3211 return 1;
3212 }
3213
3214 SET_FLAG (op, FLAG_APPLIED);
3215 who->change_skill (skop);
3216
3217 if (who->contr)
3218 who->change_weapon (who->contr->combat_ob = op);
3219
3220 who->statusmsg (format ("You wield %s.", query_name (op)));
3221
3222 SET_FLAG (who, FLAG_READY_WEAPON);
3223 change_abil (who, op);
3224 break;
3225
3226 case ARMOUR:
3227 case HELMET:
3228 case SHIELD:
3229 case BOOTS:
3230 case GLOVES:
3231 case GIRDLE:
3232 case BRACERS:
3233 case CLOAK:
3234 case RING:
3235 case AMULET:
3236 SET_FLAG (op, FLAG_APPLIED);
3237 who->statusmsg (format ("You wear %s.", query_name (op)));
3238 change_abil (who, op);
3239 break;
3240
3241 case LAMP:
3242 if (op->stats.food < 1)
3243 {
3244 who->failmsg (format (
3245 "Your %s is out of fuel! "
3246 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3247 &op->name
3248 ));
3249 return 1;
3250 }
3251
3252 who->statusmsg (format ("You turn on your %s.", &op->name));
3253
3254 tmp2 = arch_to_object (op->other_arch);
3255 tmp2->stats.food = op->stats.food;
3256 SET_FLAG (tmp2, FLAG_APPLIED);
3257
3258 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3259 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3260
3261 who->insert (tmp2);
3262
3263 /* Remove the old lantern */
3264 op->destroy ();
3265
3266 /* insert the portion that was split off */
3267 if (tmp)
3268 who->insert (tmp);
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 return 0;
3280
3281 case SKILL_TOOL:
3282 // applying a skill tool also readies the skill
3283 SET_FLAG (op, FLAG_APPLIED);
3284
3285 if (!(aflags & AP_NO_READY))
3286 {
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3290 }
3291 break;
3292
3293 case SKILL:
3294 if (player *pl = who->contr)
3295 {
3296 if (IS_COMBAT_SKILL (op->subtype))
3297 {
3298 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3299 {
3300 for (object *item = who->inv; item; item = item->below)
3301 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3302 {
3303 if (item->skill == op->skill)
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308 }
3309
3310 who->failmsg (format (
3311 "You need to apply a '%s' melee weapon before readying this skill. "
3312 "H<Some skills need an item, in this case a melee weapon, to function.>",
3313 &op->skill
3314 ));
3315 return 1;
3316
3317 found_weapon:;
3318 }
3319 else
3320 who->change_weapon (pl->combat_ob = op);
3321 }
3322 else if (IS_RANGED_SKILL (op->subtype))
3323 {
3324 if (skill_flags [op->subtype] & SF_NEED_BOW)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == BOW && item->flag [FLAG_APPLIED])
3328 {
3329 //TODO: bows should/must all have skill missile weapon right now
3330 who->change_weapon (pl->ranged_ob = item);
3331 goto found_bow;
3332 }
3333
3334 who->failmsg (
3335 "You need to apply a missile weapon before readying this skill. "
3336 "H<Some skills need an item, in this case a missile weapon, to function.>"
3337 );
3338 return 1;
3339
3340 found_bow:;
3341 }
3342 else
3343 who->change_weapon (pl->ranged_ob = op);
3344 }
3345
3346 if (!op->invisible)
3347 {
3348 who->statusmsg (format (
3349 "You ready %s."
3350 "You can now use the skill: %s.",
3351 query_name (op),
3352 &op->skill
3353 ));
3354 }
3355 else
3356 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3357 }
3358 else
3359 {
3360 SET_FLAG (op, FLAG_APPLIED);
3361 change_abil (who, op);
3362 who->chosen_skill = op;
3363 SET_FLAG (who, FLAG_READY_SKILL);
3364 }
3365
3366 break;
3367
3368 case BOW:
3369 if (!check_weapon_power (who, op->last_eat))
3370 {
3371 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3372
3373 if (tmp)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 }
3378
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 {
3381 who->failmsg ("The weapon does not recognize you as its owner. "
3382 "H<Its name indicates that it belongs to somebody else.>");
3383 if (tmp)
3384 insert_ob_in_ob (tmp, who);
3385
3386 return 1;
3387 }
3388
3389 /*FALLTHROUGH*/
3390 case WAND:
3391 case ROD:
3392 case HORN:
3393 /* check for skill, alter player status */
3394
3395 if (!skop)
3396 {
3397 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3398 return 1;
3399 }
3400
3401 SET_FLAG (op, FLAG_APPLIED);
3402 who->change_skill (skop);
3403
3404 if (who->contr)
3405 {
3406 who->contr->ranged_ob = op;
3407
3408 who->statusmsg (format ("You ready %s.", query_name (op)));
3409
3410 if (op->type == BOW)
3411 {
3412 who->current_weapon = op;
3413 change_abil (who, op);
3414 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3415 }
3416 }
3417 else
3418 {
3419 if (op->type == BOW)
3420 SET_FLAG (who, FLAG_READY_BOW);
3421 else
3422 SET_FLAG (who, FLAG_READY_RANGE);
3423 }
3424
3425 break;
3426
3427 case BUILDER:
3428 if (who->type == PLAYER)
3429 {
3430 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3431 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3432 unapply_special (who, who->contr->ranged_ob, 0);
3433
3434 who->statusmsg (format ("You ready your %s.", query_name (op)));
3435
3436 who->contr->ranged_ob = op;
3437 }
3438 break;
3439
3440 default:
3441 who->statusmsg (format ("You apply %s.", query_name (op)));
3442 }
3443
3444 SET_FLAG (op, FLAG_APPLIED);
3445
3446 if (tmp)
3447 who->insert (tmp);
3448
3449 who->update_stats ();
3450
3451 /* We exclude spell casting objects. The fire code will set the
3452 * been applied flag when they are used - until that point,
3453 * you don't know anything about them.
3454 */
3455 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3456 SET_FLAG (op, FLAG_BEEN_APPLIED);
3457
3458 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3459 if (who->type == PLAYER)
3460 {
3461 who->failmsg (
3462 "Oops, it feels deadly cold! "
3463 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3464 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 }
3467
3468 if (object *pl = op->visible_to ())
3469 esrv_send_item (pl, op);
3470
3471 return 0;
3472 }
3473
3474 int
3475 monster_apply_special (object *who, object *op, int aflags)
3476 {
3477 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3478 return 1;
3479
3480 return apply_special (who, op, aflags);
3481 }
3482
3483 /**
3484 * Map was just loaded, handle op's initialisation.
3485 *
3486 * Generates shop floor's item, and treasures.
3487 */
3488 int
3489 auto_apply (object *op)
3490 {
3491 object *tmp = NULL, *tmp2;
3492 int i;
3493
3494 switch (op->type)
3495 {
3496 case SHOP_FLOOR:
3497 if (!op->has_random_items ())
3498 return 0;
3499
3500 do
3501 {
3502 i = 10; /* let's give it 10 tries */
3503 while ((tmp = generate_treasure (op->randomitems,
3504 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3505 if (tmp == NULL)
3506 return 0;
3507 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3508 {
3509 tmp->destroy ();
3510 tmp = NULL;
3511 }
3512 }
3513 while (!tmp);
3514
3515 tmp->x = op->x;
3516 tmp->y = op->y;
3517 SET_FLAG (tmp, FLAG_UNPAID);
3518 insert_ob_in_map (tmp, op->map, NULL, 0);
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3520 identify (tmp);
3521 break;
3522
3523 case TREASURE:
3524 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3525 return 0;
3526
3527 while (op->stats.hp-- > 0)
3528 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3529 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3530
3531 /* If we generated an object and put it in this object inventory,
3532 * move it to the parent object as the current object is about
3533 * to disappear. An example of this item is the random_* stuff
3534 * that is put inside other objects.
3535 */
3536 for (tmp = op->inv; tmp; tmp = tmp2)
3537 {
3538 tmp2 = tmp->below;
3539 tmp->remove ();
3540
3541 if (op->env)
3542 insert_ob_in_ob (tmp, op->env);
3543 else
3544 tmp->destroy ();
3545 }
3546
3547 op->destroy ();
3548 break;
3549 }
3550 return tmp ? 1 : 0;
3551 }
3552
3553 /**
3554 * fix_auto_apply goes through the entire map every time a map
3555 * is loaded or swapped in and performs special actions for
3556 * certain objects (most initialization of chests and creation of
3557 * treasures and stuff). Calls auto_apply if appropriate.
3558 */
3559 void
3560 maptile::fix_auto_apply ()
3561 {
3562 if (!spaces)
3563 return;
3564
3565 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3566 for (object *tmp = ms->bot; tmp; )
3567 {
3568 object *above = tmp->above;
3569
3570 if (tmp->inv)
3571 {
3572 object *invtmp, *invnext;
3573
3574 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3575 {
3576 invnext = invtmp->below;
3577
3578 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3579 auto_apply (invtmp);
3580 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3581 {
3582 while ((invtmp->stats.hp--) > 0)
3583 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3584
3585 invtmp->randomitems = NULL;
3586 }
3587 else if (invtmp && invtmp->arch
3588 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3589 {
3590 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3591 /* Need to clear this so that we never try to create
3592 * treasure again for this object
3593 */
3594 invtmp->randomitems = NULL;
3595 }
3596 }
3597 /* This is really temporary - the code at the bottom will
3598 * also set randomitems to null. The problem is there are bunches
3599 * of maps/players already out there with items that have spells
3600 * which haven't had the randomitems set to null yet.
3601 * MSW 2004-05-13
3602 *
3603 * And if it's a spellbook, it's better to set randomitems to NULL too,
3604 * else you get two spells in the book ^_-
3605 * Ryo 2004-08-16
3606 */
3607 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3608 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3609 tmp->randomitems = NULL;
3610
3611 }
3612
3613 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3614 auto_apply (tmp);
3615 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3616 {
3617 while ((tmp->stats.hp--) > 0)
3618 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3619 tmp->randomitems = NULL;
3620 }
3621 else if (tmp->type == TIMED_GATE)
3622 {
3623 object *head = tmp->head != NULL ? tmp->head : tmp;
3624
3625 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3626 tmp->set_speed (0);
3627 }
3628 /* This function can be called everytime a map is loaded, even when
3629 * swapping back in. As such, we don't want to create the treasure
3630 * over and ove again, so after we generate the treasure, blank out
3631 * randomitems so if it is swapped in again, it won't make anything.
3632 * This is a problem for the above objects, because they have counters
3633 * which say how many times to make the treasure.
3634 */
3635 else if (tmp && tmp->arch && tmp->type != PLAYER
3636 && tmp->type != TREASURE && tmp->type != SPELL
3637 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3638 {
3639 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3640 tmp->randomitems = NULL;
3641 }
3642
3643 // close all containers
3644 else if (tmp->type == CONTAINER)
3645 tmp->flag [FLAG_APPLIED] = 0;
3646
3647 tmp = above;
3648 }
3649
3650 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3651 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3652 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3653 check_trigger (tmp, tmp->above);
3654 }
3655
3656 /**
3657 * Handles player eating food that temporarily changes status (resistances, stats).
3658 * This used to call cast_change_attr(), but
3659 * that doesn't work with the new spell code. Since we know what
3660 * the food changes, just grab a force and use that instead.
3661 */
3662 void
3663 eat_special_food (object *who, object *food)
3664 {
3665 object *force;
3666 int i, did_one = 0;
3667
3668 force = get_archetype (FORCE_NAME);
3669
3670 for (i = 0; i < NUM_STATS; i++)
3671 if (sint8 k = food->stats.stat (i))
3672 {
3673 force->stats.stat (i) = k;
3674 did_one = 1;
3675 }
3676
3677 /* check if we can protect the eater */
3678 for (i = 0; i < NROFATTACKS; i++)
3679 {
3680 if (food->resist[i] > 0)
3681 {
3682 force->resist[i] = food->resist[i] / 2;
3683 did_one = 1;
3684 }
3685 }
3686
3687 if (did_one)
3688 {
3689 force->set_speed (0.1);
3690 /* bigger morsel of food = longer effect time */
3691 force->duration = food->stats.food / 5;
3692 SET_FLAG (force, FLAG_APPLIED);
3693 change_abil (who, force);
3694 insert_ob_in_ob (force, who);
3695 }
3696 else
3697 force->destroy ();
3698
3699 /* check for hp, sp change */
3700 if (food->stats.hp != 0)
3701 {
3702 if (QUERY_FLAG (food, FLAG_CURSED))
3703 {
3704 who->contr->killer = food;
3705 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3706 who->failmsg ("Eck!...that was poisonous!");
3707 }
3708 else
3709 {
3710 if (food->stats.hp > 0)
3711 who->statusmsg ("You begin to feel better.");
3712 else
3713 who->failmsg ("Eck!...that was poisonous!");
3714
3715 who->stats.hp += food->stats.hp;
3716 }
3717 }
3718
3719 if (food->stats.sp != 0)
3720 {
3721 if (QUERY_FLAG (food, FLAG_CURSED))
3722 {
3723 who->failmsg ("You are drained of mana!");
3724 who->stats.sp -= food->stats.sp;
3725 if (who->stats.sp < 0)
3726 who->stats.sp = 0;
3727 }
3728 else
3729 {
3730 who->statusmsg ("You feel a rush of magical energy!");
3731 who->stats.sp += food->stats.sp;
3732 /* place limit on max sp from food? */
3733 }
3734 }
3735
3736 who->update_stats ();
3737 }
3738
3739 /**
3740 * Designed primarily to light torches/lanterns/etc.
3741 * Also burns up burnable material too. First object in the inventory is
3742 * the selected object to "burn". -b.t.
3743 */
3744 void
3745 apply_lighter (object *who, object *lighter)
3746 {
3747 object *item;
3748 int is_player_env = 0;
3749
3750 item = find_marked_object (who);
3751 if (item)
3752 {
3753 if (lighter->last_eat && lighter->stats.food)
3754 { /* lighter gets used up */
3755 object *oneLighter = lighter->split ();
3756 oneLighter->stats.food--;
3757 who->insert (oneLighter);
3758 }
3759 else if (lighter->last_eat)
3760 {
3761 /* no charges left in lighter */
3762 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3763 return;
3764 }
3765
3766 /* Perhaps we should split what we are trying to light on fire?
3767 * I can't see many times when you would want to light multiple
3768 * objects at once.
3769 */
3770
3771 if (who == item->in_player ())
3772 is_player_env = 1;
3773
3774 save_throw_object (item, AT_FIRE, who);
3775
3776 if (item->destroyed ())
3777 {
3778 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3779 /* Need to update the player so that the players glow radius
3780 * gets changed.
3781 */
3782 if (is_player_env)
3783 who->update_stats ();
3784 }
3785 else
3786 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3787 }
3788 else
3789 who->failmsg ("You need to mark a lightable object.");
3790 }
3791
3792 /**
3793 * op made some mistake with a scroll, this takes care of punishment.
3794 * scroll_failure()- hacked directly from spell_failure
3795 */
3796 void
3797 scroll_failure (object *op, int failure, int power)
3798 {
3799 if (abs (failure / 4) > power)
3800 power = abs (failure / 4); /* set minimum effect */
3801
3802 if (failure <= -1 && failure > -15)
3803 { /* wonder */
3804 object *tmp;
3805
3806 op->failmsg ("Your spell warps!");
3807 tmp = get_archetype (SPELL_WONDER);
3808 cast_wonder (op, op, 0, tmp);
3809 tmp->destroy ();
3810 }
3811 else if (failure <= -15 && failure > -35)
3812 { /* drain mana */
3813 op->failmsg ("Your mana is drained!");
3814 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3815 if (op->stats.sp < 0)
3816 op->stats.sp = 0;
3817 }
3818 else if (settings.spell_failure_effects == TRUE)
3819 {
3820 if (failure <= -35 && failure > -60)
3821 { /* confusion */
3822 op->failmsg ("The magic recoils on you!");
3823 confuse_player (op, op, power);
3824 }
3825 else if (failure <= -60 && failure > -70)
3826 { /* paralysis */
3827 op->failmsg ("The magic recoils and paralyzes you!");
3828 paralyze_player (op, op, power);
3829 }
3830 else if (failure <= -70 && failure > -80)
3831 { /* blind */
3832 op->failmsg ("The magic recoils on you!");
3833 blind_player (op, op, power);
3834 }
3835 else if (failure <= -80)
3836 { /* blast the immediate area */
3837 object *tmp = get_archetype (LOOSE_MANA);
3838 cast_magic_storm (op, tmp, power);
3839 op->failmsg ("You unleash uncontrolled mana!");
3840 tmp->destroy ();
3841 }
3842 }
3843 }
3844
3845 void
3846 apply_changes_to_player (object *pl, object *change)
3847 {
3848 int excess_stat = 0; /* if the stat goes over the maximum
3849 for the race, put the excess stat some
3850 where else. */
3851
3852 switch (change->type)
3853 {
3854 case CLASS:
3855 {
3856 living *stats = &(pl->contr->orig_stats);
3857 living *ns = &(change->stats);
3858 object *walk;
3859 int flag_change_face = 1;
3860
3861 /* the following code assigns stats up to the stat max
3862 * for the race, and if the stat max is exceeded,
3863 * tries to randomly reassign the excess stat
3864 */
3865 int i, j;
3866
3867 for (i = 0; i < NUM_STATS; i++)
3868 {
3869 int race_bonus = pl->arch->stats.stat (i);
3870 sint8 stat = stats->stat (i) + ns->stat (i);
3871
3872 if (stat > 20 + race_bonus)
3873 {
3874 excess_stat++;
3875 stat = 20 + race_bonus;
3876 }
3877
3878 stats->stat (i) = stat;
3879 }
3880
3881 for (j = 0; excess_stat > 0 && j < 100; j++)
3882 { /* try 100 times to assign excess stats */
3883 int i = rndm (0, 6);
3884
3885 if (i == CHA)
3886 continue; /* exclude cha from this */
3887
3888 int stat = stats->stat (i);
3889 int race_bonus = pl->arch->stats.stat (i);
3890 if (stat < 20 + race_bonus)
3891 {
3892 change_attr_value (stats, i, 1);
3893 excess_stat--;
3894 }
3895 }
3896
3897 /* insert the randomitems from the change's treasurelist into
3898 * the player ref: player.c
3899 */
3900 if (change->randomitems != NULL)
3901 give_initial_items (pl, change->randomitems);
3902
3903 /* set up the face, for some races. */
3904
3905 /* first, look for the force object banning
3906 * changing the face. Certain races never change face with class.
3907 */
3908 for (walk = pl->inv; walk != NULL; walk = walk->below)
3909 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3910 flag_change_face = 0;
3911
3912 if (flag_change_face)
3913 {
3914 pl->animation_id = GET_ANIM_ID (change);
3915 pl->face = change->face;
3916
3917 if (QUERY_FLAG (change, FLAG_ANIMATE))
3918 SET_FLAG (pl, FLAG_ANIMATE);
3919 else
3920 CLEAR_FLAG (pl, FLAG_ANIMATE);
3921 }
3922
3923 /* check the special case of can't use weapons */
3924 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3925 if (!strcmp (change->name, "monk"))
3926 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3927
3928 break;
3929 }
3930 }
3931 }
3932
3933 /**
3934 * This handles items of type 'transformer'.
3935 * Basically those items, used with a marked item, transform both items into something
3936 * else.
3937 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3938 * Change information is contained in the 'slaying' field of the marked item.
3939 * The format is as follow: transformer:[number ]yield[;transformer:...].
3940 * This way an item can be transformed in many things, and/or many objects.
3941 * The 'slaying' field for transformer is used as verb for the action.
3942 */
3943 void
3944 apply_item_transformer (object *pl, object *transformer)
3945 {
3946 object *marked;
3947 object *new_item;
3948 char *find;
3949 char *separator;
3950 int yield;
3951 char got[MAX_BUF];
3952 int len;
3953
3954 if (!pl || !transformer)
3955 return;
3956
3957 marked = find_marked_object (pl);
3958
3959 if (!marked)
3960 {
3961 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3962 return;
3963 }
3964
3965 if (!marked->slaying)
3966 {
3967 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3968 return;
3969 }
3970
3971 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 {
3975 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return;
3977 }
3978
3979 find += strlen (transformer->arch->archname) + 1;
3980 /* Item can be used, now find how many and what it yields */
3981 if (isdigit (*(find)))
3982 {
3983 yield = atoi (find);
3984 if (yield < 1)
3985 {
3986 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3987 yield = 1;
3988 }
3989 }
3990 else
3991 yield = 1;
3992
3993 while (isdigit (*find))
3994 find++;
3995
3996 while (*find == ' ')
3997 find++;
3998
3999 memset (got, 0, MAX_BUF);
4000
4001 if ((separator = strchr (find, ';')) != NULL)
4002 len = separator - find;
4003 else
4004 len = strlen (find);
4005
4006 if (len > MAX_BUF - 1)
4007 len = MAX_BUF - 1;
4008
4009 strcpy (got, find);
4010 got[len] = '\0';
4011
4012 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype (got);
4014 if (!new_item)
4015 {
4016 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4017 return;
4018 }
4019
4020 new_item->nrof = yield;
4021
4022 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4023
4024 pl->insert (new_item);
4025 /* Eat up one item */
4026 marked->decrease ();
4027
4028 /* Eat one transformer if needed */
4029 if (transformer->stats.food)
4030 if (--transformer->stats.food == 0)
4031 transformer->decrease ();
4032 }
4033