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/cvs/deliantra/server/server/apply.C
Revision: 1.173
Committed: Sun Oct 5 14:22:25 2008 UTC (15 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73
Changes since 1.172: +10 -1 lines
Log Message:
fixed anvil 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.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << 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.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << 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, or has other protections.>");
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
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 improver->decrease ();
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0;
731 }
732
733 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++;
735
736 switch (improver->stats.sp)
737 {
738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
745 default:
746 op->failmsg ("Unknown improvement type.");
747 }
748
749 LOG (llevError, "improve_weapon: Got to end of function\n");
750 return 0;
751 }
752
753 /**
754 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work.
757 */
758 int
759 check_improve_weapon (object *op, object *tmp)
760 {
761 object *otmp;
762
763 if (op->type != PLAYER)
764 return 0;
765
766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767 {
768 op->failmsg ("Something blocks the magic of the scroll!");
769 return 0;
770 }
771
772 otmp = find_marked_object (op);
773
774 if (!otmp)
775 {
776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0;
778 }
779
780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
782 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0;
784 }
785
786 op->statusmsg ("Applied weapon builder.");
787
788 improve_weapon (op, tmp, otmp);
789 esrv_send_item (op, otmp);
790 return 1;
791 }
792
793 /**
794 * This code deals with the armour improvment scrolls.
795 * Change limits on improvement - let players go up to
796 * +5 no matter what level, but they are limited by item
797 * power.
798 * Try to use same improvement code as in the common/treasure.c
799 * file, so that if you make a +2 full helm, it will be just
800 * the same as one you find in a shop.
801 *
802 * deprecated comment:
803 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
804 * only 'enchantment' of armour is possible - improving
805 * the stats of a player w/ armour as well as a weapon
806 * will probably horribly unbalance the game. Magic enchanting
807 * depends on the level of the character - ie the plus
808 * value (magic) of the armour can never be increased beyond
809 * the level of the character / 10 -- rounding upish, nor may
810 * the armour value of the piece of equipment exceed either
811 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now.
814 */
815 int
816 improve_armour (object *op, object *improver, object *armour)
817 {
818 object *tmp;
819
820 if (armour->magic >= settings.armor_max_enchant)
821 {
822 op->failmsg ("This armour can not be enchanted any further!");
823 return 0;
824 }
825
826 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
827 * etc), so take the easy way out and don't worry about it.
828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
829 * of gnarg and what not?)
830 */
831 if (armour->title)
832 {
833 op->failmsg ("This armour will not accept further enchantment.");
834 return 0;
835 }
836
837 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge.
839 */
840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841
842 armour->magic++;
843
844 if (!settings.armor_speed_linear)
845 {
846 int base = 100;
847 int pow = 0;
848
849 while (pow < armour->magic)
850 {
851 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++;
853 }
854
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 }
857 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859
860 if (!settings.armor_weight_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++;
869 }
870
871 armour->weight = (armour->arch->weight * base) / 100;
872 }
873 else
874 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875
876 if (armour->weight <= 0)
877 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1;
880 }
881
882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883
884 if (op->type == PLAYER)
885 {
886 esrv_send_item (op, armour);
887
888 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats ();
890 }
891
892 improver->decrease ();
893
894 if (tmp)
895 op->insert (tmp);
896
897 return 1;
898 }
899
900 /*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken.
903 *
904 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything.
908 */
909 static int
910 convert_item (object *item, object *converter)
911 {
912 sint64 nr, price_in;
913
914 if (item->flag [FLAG_UNPAID])
915 return 0;
916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
921
922 /* We make some assumptions - we assume if it takes money as it type,
923 * it wants some amount. We don't make change (ie, if something costs
924 * 3 gp and player drops a platinum, tough luck)
925 */
926 if (conv_from == shstr_money)
927 {
928 if (item->type != MONEY)
929 return 0;
930
931 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr)
933 return 0;
934
935 converter->play_sound (sound_find ("shop_buy"));
936
937 sint64 cost = (nr * need + item->value - 1) / item->value;
938
939 item->decrease (cost);
940
941 price_in = cost * item->value;
942 }
943 else
944 {
945 if (item->type == PLAYER
946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
948 return 0;
949
950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
953 {
954 nr = sint64 (item->nrof) / need;
955 item->decrease (nr * need);
956 price_in = nr * need * item->value;
957 }
958 else
959 {
960 price_in = item->value;
961 item->destroy ();
962 }
963 }
964
965 if (converter->inv)
966 {
967 object *ob;
968 int i;
969 object *ob_to_copy;
970
971 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 if (rndm (0, i) == 0)
975 ob_to_copy = ob;
976
977 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 }
981 else
982 {
983 if (!conv_to)
984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1;
988 }
989
990 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 }
993
994 if (give)
995 item->nrof = give;
996
997 if (nr)
998 item->nrof *= nr;
999
1000 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1011 else if (price_in < sint64 (item->nrof) * item->value)
1012 {
1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1015 /**
1016 * elmex: we are going to let the game continue, as the mapcreator
1017 * hopefully had something in mind when doing this.
1018 */
1019 }
1020
1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1027 return 1;
1028 }
1029
1030 /**
1031 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se).
1033 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1034 * added the alchemical cauldron to the code -b.t.
1035 */
1036 int
1037 apply_container (object *op, object *sack)
1038 {
1039 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */
1041
1042 if (!sack || sack->type != CONTAINER)
1043 {
1044 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1045 return 0;
1046 }
1047
1048 op->contr->last_used = 0;
1049
1050 if (sack->env && sack->env != op)
1051 {
1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1053 return 1;
1054 }
1055
1056 // already applied == open on ground, or open in inv, or active in inv
1057 if (sack->flag [FLAG_APPLIED])
1058 {
1059 if (op->container == sack)
1060 {
1061 // open on ground or inv, so close
1062 op->close_container ();
1063 return 1;
1064 }
1065 else if (!sack->env)
1066 {
1067 // active, but not ours: some other player has opened it
1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1069 return 1;
1070 }
1071
1072 // fall through to opening it (active in inv)
1073 }
1074 else if (sack->env)
1075 {
1076 // it is in our env, so activate it, do not open yet
1077 op->close_container ();
1078 sack->flag [FLAG_APPLIED] = 1;
1079 esrv_update_item (UPD_FLAGS, op, sack);
1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1081 return 1;
1082 }
1083
1084 // it's locked?
1085 if (sack->slaying)
1086 {
1087 if (object *tmp = find_key (op, op, sack))
1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1089 else
1090 {
1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1092 return 1;
1093 }
1094 }
1095
1096 op->open_container (sack);
1097
1098 return 1;
1099 }
1100
1101 /**
1102 * Handles dropping things on altar.
1103 * Returns true if sacrifice was accepted.
1104 */
1105 static int
1106 apply_altar (object *altar, object *sacrifice, object *originator)
1107 {
1108 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0;
1111
1112 if (operate_altar (altar, &sacrifice))
1113 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * with an altar. We call it a Potion - altars are stationary - it
1116 * is up to map designers to use them properly.
1117 */
1118 if (altar->inv && altar->inv->type == SPELL)
1119 {
1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1122 /* If it is connected, push the button. Fixes some problems with
1123 * old maps.
1124 */
1125
1126 /* push_button (altar);*/
1127 }
1128 else
1129 {
1130 altar->value = 1; /* works only once */
1131 push_button (altar);
1132 }
1133
1134 return !sacrifice;
1135 }
1136 else
1137 return 0;
1138 }
1139
1140 /**
1141 * Handles 'movement' of shop mats.
1142 * Returns 1 if 'op' was destroyed, 0 if not.
1143 * Largely re-written to not use nearly as many gotos, plus
1144 * some of this code just looked plain out of date.
1145 * MSW 2001-08-29
1146 */
1147 int
1148 apply_shop_mat (object *shop_mat, object *op)
1149 {
1150 int rv = 0;
1151 double opinion;
1152 object *tmp, *next;
1153
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155
1156 bool has_unpaid = false;
1157
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID])
1162 {
1163 has_unpaid = true;
1164 break;
1165 }
1166
1167 if (op->type != PLAYER)
1168 {
1169 /* Remove all the unpaid objects that may be carried here.
1170 * This could be pets or monsters that are somehow in
1171 * the shop.
1172 */
1173 for (tmp = op->inv; tmp; tmp = next)
1174 {
1175 next = tmp->below;
1176
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 {
1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1180
1181 tmp->remove ();
1182
1183 if (i == -1)
1184 i = 0;
1185
1186 tmp->map = op->map;
1187 tmp->x = op->x + freearr_x[i];
1188 tmp->y = op->y + freearr_y[i];
1189 insert_ob_in_map (tmp, op->map, op, 0);
1190 }
1191 }
1192
1193 /* Don't teleport things like spell effects */
1194 if (QUERY_FLAG (op, FLAG_NO_PICK))
1195 return 0;
1196
1197 /* unpaid objects, or non living objects, can't transfer by
1198 * shop mats. Instead, put it on a nearby space.
1199 */
1200 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1201 {
1202 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1203 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1204
1205 if (i != -1)
1206 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1207
1208 return 0;
1209 }
1210 /* Removed code that checked for multipart objects - it appears that
1211 * the teleport function should be able to handle this just fine.
1212 */
1213 rv = teleport (shop_mat, SHOP_MAT, op);
1214 }
1215 else if (can_pay (op) && get_payment (op))
1216 {
1217 /* this is only used for players */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219
1220 if (has_unpaid)
1221 op->contr->play_sound (sound_find ("shop_buy"));
1222 else if (is_in_shop (op))
1223 op->contr->play_sound (sound_find ("shop_enter"));
1224 else
1225 op->contr->play_sound (sound_find ("shop_leave"));
1226
1227 if (shop_mat->msg)
1228 op->statusmsg (shop_mat->msg);
1229 /* This check below is a bit simplistic - generally it should be correct,
1230 * but there is never a guarantee that the bottom space on the map is
1231 * actually the shop floor.
1232 */
1233 else if (!rv && !is_in_shop (op))
1234 {
1235 opinion = shopkeeper_approval (op->map, op);
1236
1237 op->statusmsg (
1238 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1239 : opinion >= 0.75 ? "The shopkeeper waves to you."
1240 : opinion >= 0.50 ? "The shopkeeper ignores you."
1241 : "The shopkeeper glares at you with contempt."
1242 );
1243 }
1244 }
1245 else
1246 {
1247 /* if we get here, a player tried to leave a shop but was not able
1248 * to afford the items he has. We try to move the player so that
1249 * they are not on the mat anymore
1250 */
1251 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1252
1253 if (i == -1)
1254 LOG (llevError, "Internal shop-mat problem.\n");
1255 else
1256 {
1257 op->remove ();
1258 op->x += freearr_x[i];
1259 op->y += freearr_y[i];
1260 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_NO_APPLY);
1265 return rv;
1266 }
1267
1268 /**
1269 * Handles applying a sign.
1270 */
1271 static void
1272 apply_sign (object *op, object *sign, int autoapply)
1273 {
1274 if (sign->has_dialogue ())
1275 {
1276 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1277 return;
1278 }
1279
1280 if (!sign->msg)
1281 {
1282 op->statusmsg ("Nothing is written on it.");
1283 return;
1284 }
1285
1286 if (sign->stats.food)
1287 {
1288 if (sign->last_eat >= sign->stats.food)
1289 {
1290 if (!sign->move_on)
1291 op->statusmsg ("You cannot read it anymore.");
1292
1293 return;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1297 sign->last_eat++;
1298 }
1299
1300 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1301 * No way to know for sure. The presumption is basically that if
1302 * move_on is zero, it needs to be manually applied (doesn't talk
1303 * to us).
1304 */
1305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1306 {
1307 op->failmsg ("You are unable to read while blind!");
1308 return;
1309 }
1310
1311 if (op->contr)
1312 if (client *ns = op->contr->ns)
1313 {
1314 if (sign->sound)
1315 ns->play_sound (sign->sound);
1316 else if (autoapply)
1317 ns->play_sound (sound_find ("msg_voice"));
1318
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1323 readable_message_type *msgType = get_readable_message_type (sign);
1324 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1328 }
1329
1330 static void
1331 move_apply_hole (object *trap, object *victim)
1332 {
1333 /* Hole not open? */
1334 if (trap->stats.wc > 0)
1335 return;
1336
1337 /* Is this a multipart monster and not the head? If so, return.
1338 * Processing will happen if the head runs into the pit
1339 */
1340 if (victim->head)
1341 return;
1342
1343 // now find all possible locations and randomly pick one
1344 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1345 trap->range >= 3 ? SIZEOFFREE3 + 1
1346 : trap->range >= 2 ? SIZEOFFREE2 + 1
1347 : trap->range >= 1 ? SIZEOFFREE1 + 1
1348 : SIZEOFFREE0 + 1);
1349
1350 if (dir < 0)
1351 return;
1352
1353 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1354 victim->statusmsg ("You fall through the hole!", NDI_RED);
1355
1356 transfer_ob (victim,
1357 EXIT_X (trap) + freearr_x[dir],
1358 EXIT_Y (trap) + freearr_y[dir],
1359 0, victim);
1360 }
1361
1362 /**
1363 * 'victim' moves onto 'trap'
1364 * 'victim' leaves 'trap'
1365 * effect is determined by move_on/move_off of trap and move_type of victime.
1366 *
1367 * originator: Player, monster or other object that caused 'victim' to move
1368 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1369 * However, some types of traps require an originator to function.
1370 */
1371 void
1372 move_apply (object *trap, object *victim, object *originator)
1373 {
1374 static int recursion_depth = 0;
1375
1376 /* Only exits affect DMs. */
1377 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1378 return;
1379
1380 /* move_apply() is the most likely candidate for causing unwanted and
1381 * possibly unlimited recursion.
1382 */
1383 /* The following was changed because it was causing perfeclty correct
1384 * maps to fail. 1) it's not an error to recurse:
1385 * rune detonates, summoning monster. monster lands on nearby rune.
1386 * nearby rune detonates. This sort of recursion is expected and
1387 * proper. This code was causing needless crashes.
1388 */
1389 if (recursion_depth >= 500)
1390 {
1391 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1392 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1393 return;
1394 }
1395
1396 recursion_depth++;
1397 if (trap->head)
1398 trap = trap->head;
1399
1400 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1401 goto leave;
1402
1403 switch (trap->type)
1404 {
1405 case PLAYERMOVER:
1406 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1407 {
1408 if (!trap->stats.maxsp)
1409 trap->stats.maxsp = 2;
1410
1411 /* Is this correct? From the docs, it doesn't look like it
1412 * should be divided by trap->speed
1413 */
1414 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1415
1416 /* Just put in some sanity check. I think there is a bug in the
1417 * above with some objects have zero speed, and thus the player
1418 * getting permanently paralyzed.
1419 */
1420 if (victim->speed_left < -50.f)
1421 victim->speed_left = -50.f;
1422 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1423 }
1424 goto leave;
1425
1426 case SPINNER:
1427 if (victim->direction)
1428 {
1429 victim->direction = absdir (victim->direction - trap->stats.sp);
1430 update_turn_face (victim);
1431 }
1432 goto leave;
1433
1434 case DIRECTOR:
1435 if (victim->direction && !should_director_abort (trap, victim))
1436 {
1437 victim->direction = trap->stats.sp;
1438 update_turn_face (victim);
1439 }
1440 goto leave;
1441
1442 case BUTTON:
1443 case PEDESTAL:
1444 update_button (trap);
1445 goto leave;
1446
1447 case ALTAR:
1448 /* sacrifice victim on trap */
1449 apply_altar (trap, victim, originator);
1450 goto leave;
1451
1452 case THROWN_OBJ:
1453 if (trap->inv == NULL)
1454 goto leave;
1455 /* fallthrough */
1456
1457 case ARROW:
1458 /* bad bug: monster throw a object, make a step forwards, step on object ,
1459 * trigger this here and get hit by own missile - and will be own enemy.
1460 * Victim then is his own enemy and will start to kill herself (this is
1461 * removed) but we have not synced victim and his missile. To avoid senseless
1462 * action, we avoid hits here
1463 */
1464 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1465 hit_with_arrow (trap, victim);
1466 goto leave;
1467
1468 case SPELL_EFFECT:
1469 apply_spell_effect (trap, victim);
1470 goto leave;
1471
1472 case TRAPDOOR:
1473 {
1474 int max, sound_was_played;
1475 object *ab, *ab_next;
1476
1477 if (!trap->value)
1478 {
1479 int tot;
1480
1481 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1482 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1483 tot += ab->head_ ()->total_weight ();
1484
1485 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1486 goto leave;
1487
1488 SET_ANIMATION (trap, trap->value);
1489 update_object (trap, UP_OBJ_FACE);
1490 }
1491
1492 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1493 {
1494 /* need to set this up, since if we do transfer the object,
1495 * ab->above would be bogus
1496 */
1497 ab_next = ab->above;
1498
1499 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1500 {
1501 if (!sound_was_played)
1502 {
1503 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504 sound_was_played = 1;
1505 }
1506
1507 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1508 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1509 }
1510 }
1511 goto leave;
1512 }
1513
1514 case CONVERTER:
1515 if (convert_item (victim, trap) < 0)
1516 {
1517 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1518 archetype::get (shstr_burnout)->insert_at (trap, trap);
1519 }
1520
1521 goto leave;
1522
1523 case TRIGGER_BUTTON:
1524 case TRIGGER_PEDESTAL:
1525 case TRIGGER_ALTAR:
1526 check_trigger (trap, victim);
1527 goto leave;
1528
1529 case DEEP_SWAMP:
1530 walk_on_deep_swamp (trap, victim);
1531 goto leave;
1532
1533 case CHECK_INV:
1534 check_inv (victim, trap);
1535 goto leave;
1536
1537 case HOLE:
1538 move_apply_hole (trap, victim);
1539 goto leave;
1540
1541 case EXIT:
1542 if (victim->type == PLAYER && EXIT_PATH (trap))
1543 {
1544 /* Basically, don't show exits leading to random maps the
1545 * players output.
1546 */
1547 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1548 victim->statusmsg (trap->msg, NDI_NAVY);
1549
1550 trap->play_sound (trap->sound);
1551 victim->enter_exit (trap);
1552 }
1553 goto leave;
1554
1555 case ENCOUNTER:
1556 /* may be some leftovers on this */
1557 goto leave;
1558
1559 case SHOP_MAT:
1560 apply_shop_mat (trap, victim);
1561 goto leave;
1562
1563 /* Drop a certain amount of gold, and have one item identified */
1564 case IDENTIFY_ALTAR:
1565 apply_id_altar (victim, trap, originator);
1566 goto leave;
1567
1568 case SIGN:
1569 if (victim->type != PLAYER && trap->stats.food > 0)
1570 goto leave; /* monsters musn't apply magic_mouths with counters */
1571
1572 apply_sign (victim, trap, 1);
1573 goto leave;
1574
1575 case CONTAINER:
1576 apply_container (victim, trap);
1577 goto leave;
1578
1579 case RUNE:
1580 case TRAP:
1581 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1582 spring_trap (trap, victim);
1583 goto leave;
1584
1585 default:
1586 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1587 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1588 goto leave;
1589 }
1590
1591 leave:
1592 recursion_depth--;
1593 }
1594
1595 /**
1596 * Handles reading a regular (ie not containing a spell) book.
1597 */
1598 static void
1599 apply_book (object *op, object *tmp)
1600 {
1601 int lev_diff;
1602 object *skill_ob;
1603
1604 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1605 {
1606 op->failmsg ("You are unable to read while blind!");
1607 return;
1608 }
1609
1610 if (!tmp->msg)
1611 {
1612 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1613 return;
1614 }
1615
1616 /* need a literacy skill to read stuff! */
1617 skill_ob = find_skill_by_name (op, tmp->skill);
1618 if (!skill_ob)
1619 {
1620 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1621 return;
1622 }
1623
1624 lev_diff = tmp->level - (skill_ob->level + 5);
1625 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1626 {
1627 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1628 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1629 : lev_diff < 5 ? "This book is beyond your comprehension."
1630 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1631 : lev_diff < 15 ? "This book is way beyond your comprehension."
1632 : "This book is totally beyond your comprehension.");
1633 return;
1634 }
1635
1636 readable_message_type *msgType = get_readable_message_type (tmp);
1637
1638 if (player *pl = op->contr)
1639 if (client *ns = pl->ns)
1640 if (ns->can_msg)
1641 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1642 else
1643 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1644 msgType->message_type, msgType->message_subtype,
1645 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1646 long_desc (tmp, op), &tmp->msg);
1647
1648 /* gain xp from reading */
1649 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1650 { /* only if not read before */
1651 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1652
1653 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1654 {
1655 /*exp_gain *= 2; because they just identified it too */
1656 SET_FLAG (tmp, FLAG_IDENTIFIED);
1657
1658 if (object *pl = tmp->visible_to ())
1659 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1660 }
1661
1662 change_exp (op, exp_gain, skill_ob->skill, 0);
1663 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1664 }
1665 }
1666
1667 /**
1668 * Handles the applying of a skill scroll, calling learn_skill straight.
1669 * op is the person learning the skill, tmp is the skill scroll object
1670 */
1671 static void
1672 apply_skillscroll (object *op, object *tmp)
1673 {
1674 switch (learn_skill (op, tmp))
1675 {
1676 case 0:
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1679 break;
1680
1681 case 1:
1682 tmp->decrease ();
1683 op->play_sound (sound_find ("skill_learn"));
1684 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1685 break;
1686
1687 default:
1688 tmp->decrease ();
1689 op->play_sound (sound_find ("generic_fail"));
1690 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1691 break;
1692 }
1693 }
1694
1695 /**
1696 * Actually makes op learn spell.
1697 * Informs player of what happens.
1698 */
1699 void
1700 do_learn_spell (object *op, object *spell, int special_prayer)
1701 {
1702 object *tmp;
1703
1704 if (op->type != PLAYER)
1705 {
1706 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1707 return;
1708 }
1709
1710 /* Upgrade special prayers to normal prayers */
1711 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1712 {
1713 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1714 {
1715 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1716 return;
1717 }
1718 return;
1719 }
1720
1721 op->contr->play_sound (sound_find ("learn_spell"));
1722
1723 tmp = spell->clone ();
1724 insert_ob_in_ob (tmp, op);
1725
1726 if (special_prayer)
1727 SET_FLAG (tmp, FLAG_STARTEQUIP);
1728
1729 esrv_add_spells (op->contr, tmp);
1730 }
1731
1732 /**
1733 * Erases spell from player's inventory.
1734 */
1735 void
1736 do_forget_spell (object *op, const char *spell)
1737 {
1738 object *spob;
1739
1740 if (op->type != PLAYER)
1741 {
1742 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1743 return;
1744 }
1745 if ((spob = check_spell_known (op, spell)) == NULL)
1746 {
1747 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1748 return;
1749 }
1750
1751 op->failmsg (format ("You lose knowledge of %s.", spell));
1752 player_unready_range_ob (op->contr, spob);
1753 esrv_remove_spell (op->contr, spob);
1754 spob->destroy ();
1755 }
1756
1757 /**
1758 * Handles player applying a spellbook.
1759 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1760 * stuff like that. Random learning failure too.
1761 */
1762 static void
1763 apply_spellbook (object *op, object *tmp)
1764 {
1765 object *skop, *spell, *spell_skill;
1766
1767 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1768 {
1769 op->failmsg ("You are unable to read while blind.");
1770 return;
1771 }
1772
1773 /* artifact_spellbooks have 'slaying' field point to a spell name,
1774 * instead of having their spell stored in stats.sp. These are
1775 * legacy spellbooks
1776 */
1777 if (tmp->slaying)
1778 {
1779 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1780 if (!spell)
1781 {
1782 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1783 return;
1784 }
1785 else
1786 insert_ob_in_ob (spell, tmp);
1787
1788 tmp->slaying = 0;
1789 }
1790
1791 skop = find_skill_by_name (op, tmp->skill);
1792
1793 /* need a literacy skill to learn spells. Also, having a literacy level
1794 * lower than the spell will make learning the spell more difficult */
1795 if (!skop)
1796 {
1797 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1798 return;
1799 }
1800
1801 spell = tmp->inv;
1802
1803 if (!spell)
1804 {
1805 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1806 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1807 return;
1808 }
1809
1810 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1811 {
1812 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1813 return;
1814 }
1815
1816 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1817
1818 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1819 identify (tmp);
1820
1821 /* I removed the check for special_prayer_mark here - it didn't make
1822 * a lot of sense - special prayers are not found in spellbooks, and
1823 * if the player doesn't know the spell, doesn't make a lot of sense that
1824 * they would have a special prayer mark.
1825 */
1826 if (check_spell_known (op, spell->name))
1827 {
1828 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1829 return;
1830 }
1831
1832 if (spell->skill)
1833 {
1834 spell_skill = find_skill_by_name (op, spell->skill);
1835
1836 if (!spell_skill)
1837 {
1838 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1839 return;
1840 }
1841
1842 if (spell_skill->level < spell->level)
1843 {
1844 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1845 return;
1846 }
1847 }
1848
1849 /* Logic as follows
1850 *
1851 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1852 *
1853 * 2- The learner's skill level in literacy adjusts the chance to learn
1854 * a spell.
1855 *
1856 * 3 -Automatically fail to learn if you read while confused
1857 *
1858 * Overall, chances are the same but a player will find having a high
1859 * literacy rate very useful! -b.t.
1860 */
1861 if (QUERY_FLAG (op, FLAG_CONFUSED))
1862 {
1863 op->failmsg ("In your confused state you flub the wording of the text!");
1864 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1865 }
1866 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1867 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1868 {
1869 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1870 do_learn_spell (op, spell, 0);
1871
1872 /* xp gain to literacy for spell learning */
1873 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1874 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1875 }
1876 else
1877 {
1878 op->contr->play_sound (sound_find ("fumble_spell"));
1879 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1880 }
1881
1882 tmp->decrease ();
1883 }
1884
1885 /**
1886 * Handles applying a spell scroll.
1887 */
1888 void
1889 apply_scroll (object *op, object *tmp, int dir)
1890 {
1891 object *skop;
1892
1893 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1894 {
1895 op->failmsg ("You are unable to read while blind.");
1896 return;
1897 }
1898
1899 if (!tmp->inv || tmp->inv->type != SPELL)
1900 {
1901 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1902 return;
1903 }
1904
1905 if (op->type == PLAYER)
1906 {
1907 /* players need a literacy skill to read stuff! */
1908 int exp_gain = 0;
1909
1910 /* hard code literacy - tmp->skill points to where the exp
1911 * should go for anything killed by the spell.
1912 */
1913 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1914
1915 if (!skop)
1916 {
1917 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1918 return;
1919 }
1920
1921 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1922 change_exp (op, exp_gain, skop->skill, 0);
1923 }
1924
1925 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1926 identify (tmp);
1927
1928 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1929
1930 cast_spell (op, tmp, dir, tmp->inv, NULL);
1931 tmp->decrease ();
1932 }
1933
1934 /**
1935 * Applies a treasure object - by default, chest. op
1936 * is the person doing the applying, tmp is the treasure
1937 * chest.
1938 */
1939 static void
1940 apply_treasure (object *op, object *tmp)
1941 {
1942 /* Nice side effect of this treasure creation method is that the treasure
1943 * for the chest is done when the chest is created, and put into the chest
1944 * inventory. So that when the chest burns up, the items still exist. Also
1945 * prevents people from moving chests to more difficult maps to get better
1946 * treasure
1947 */
1948 object *treas = tmp->inv;
1949
1950 if (!treas)
1951 {
1952 op->statusmsg ("The chest was empty.");
1953 tmp->decrease ();
1954 return;
1955 }
1956
1957 while (tmp->inv)
1958 {
1959 treas = tmp->inv;
1960 treas->remove ();
1961
1962 treas->x = op->x;
1963 treas->y = op->y;
1964 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1965
1966 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1967 spring_trap (treas, op);
1968
1969 /* If either player or container was destroyed, no need to do
1970 * further processing. I think this should be enclused with
1971 * spring trap above, as I don't think there is otherwise
1972 * any way for the treasure chest or player to get killed.
1973 */
1974 if (op->destroyed () || tmp->destroyed ())
1975 break;
1976 }
1977
1978 if (!tmp->destroyed () && !tmp->inv)
1979 tmp->decrease (true);
1980 }
1981
1982 /**
1983 * op eats food.
1984 * If player, takes care of messages and dragon special food.
1985 */
1986 static void
1987 apply_food (object *op, object *tmp)
1988 {
1989 int capacity_remaining;
1990
1991 if (op->type != PLAYER)
1992 op->stats.hp = op->stats.maxhp;
1993 else
1994 {
1995 /* check if this is a dragon (player), eating some flesh */
1996 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1997 ;
1998 else
1999 {
2000 /* usual case - no dragon meal: */
2001 if (op->stats.food + tmp->stats.food > 999)
2002 {
2003 if (tmp->type == FOOD || tmp->type == FLESH)
2004 op->failmsg ("You feel full, but what a waste of food!");
2005 else
2006 op->statusmsg ("Most of the drink goes down your face not your throat!");
2007 }
2008
2009 tmp->play_sound (
2010 tmp->sound
2011 ? tmp->sound
2012 : tmp->type == DRINK
2013 ? sound_find ("eat_drink")
2014 : sound_find ("eat_food")
2015 );
2016
2017 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2018 {
2019 const char *buf;
2020
2021 if (!is_dragon_pl (op))
2022 {
2023 /* eating message for normal players */
2024 if (tmp->type == DRINK)
2025 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2026 else
2027 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2028 }
2029 else
2030 /* eating message for dragon players */
2031 buf = format ("The %s tasted terrible!", &tmp->name);
2032
2033 op->statusmsg (buf);
2034
2035 capacity_remaining = 999 - op->stats.food;
2036 op->stats.food += tmp->stats.food;
2037 if (capacity_remaining < tmp->stats.food)
2038 op->stats.hp += capacity_remaining / 50;
2039 else
2040 op->stats.hp += tmp->stats.food / 50;
2041
2042 if (op->stats.hp > op->stats.maxhp)
2043 op->stats.hp = op->stats.maxhp;
2044 if (op->stats.food > 999)
2045 op->stats.food = 999;
2046 }
2047
2048 /* special food hack -b.t. */
2049 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2050 eat_special_food (op, tmp);
2051 }
2052 }
2053
2054 handle_apply_yield (tmp);
2055 tmp->decrease ();
2056 }
2057
2058 /**
2059 * A dragon is eating some flesh. If the flesh contains resistances,
2060 * there is a chance for the dragon's skin to get improved.
2061 *
2062 * attributes:
2063 * object *op the object (dragon player) eating the flesh
2064 * object *meal the flesh item, getting chewed in dragon's mouth
2065 * return:
2066 * int 1 if eating successful, 0 if it doesn't work
2067 */
2068 int
2069 dragon_eat_flesh (object *op, object *meal)
2070 {
2071 object *skin = NULL; /* pointer to dragon skin force */
2072 object *abil = NULL; /* pointer to dragon ability force */
2073 object *tmp = NULL; /* tmp. object */
2074
2075 double chance; /* improvement-chance of one resistance type */
2076 double totalchance = 1; /* total chance of gaining one resistance */
2077 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2078 double mbonus = 0; /* monster bonus */
2079 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2080 int winners = 0; /* number of winners */
2081 int i; /* index */
2082
2083 /* let's make sure and doublecheck the parameters */
2084 if (meal->type != FLESH || !is_dragon_pl (op))
2085 return 0;
2086
2087 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2088 from the player's inventory */
2089 for (tmp = op->inv; tmp; tmp = tmp->below)
2090 if (tmp->type == FORCE)
2091 if (tmp->arch->archname == shstr_dragon_skin_force)
2092 skin = tmp;
2093 else if (tmp->arch->archname == shstr_dragon_ability_force)
2094 abil = tmp;
2095
2096 /* if either skin or ability are missing, this is an old player
2097 which is not to be considered a dragon -> bail out */
2098 if (skin == NULL || abil == NULL)
2099 return 0;
2100
2101 /* now start by filling stomache and health, according to food-value */
2102 if ((999 - op->stats.food) < meal->stats.food)
2103 op->stats.hp += (999 - op->stats.food) / 50;
2104 else
2105 op->stats.hp += meal->stats.food / 50;
2106
2107 if (op->stats.hp > op->stats.maxhp)
2108 op->stats.hp = op->stats.maxhp;
2109
2110 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2111
2112 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2113
2114 /* on to the interesting part: chances for adding resistance */
2115 for (i = 0; i < NROFATTACKS; i++)
2116 {
2117 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2118 {
2119 /* got positive resistance, now calculate improvement chance (0-100) */
2120
2121 /* this bonus makes resistance increase easier at lower levels */
2122 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2123 if (i == abil->stats.exp)
2124 bonus += 5; /* additional bonus for resistance of ability-focus */
2125
2126 /* monster bonus increases with level, because high-level
2127 flesh is too rare */
2128 mbonus = op->level * 20. / ((double) settings.max_level);
2129
2130 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2131 ((double) settings.max_level)) - skin->resist[i];
2132
2133 if (chance >= 0.)
2134 chance += 1.;
2135 else
2136 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2137
2138 /* chance is proportional to amount of resistance (max. 50) */
2139 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2140
2141 /* doubled chance for resistance of ability-focus */
2142 if (i == abil->stats.exp)
2143 chance = MIN (100., chance * 2.);
2144
2145 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2146 if (rndm (10000) < (unsigned int) (chance * 100))
2147 {
2148 atnr_winner[winners] = i;
2149 winners++;
2150 }
2151
2152 if (chance >= 0.01)
2153 totalchance *= 1 - chance / 100;
2154
2155 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2156 }
2157 }
2158
2159 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance * 100;
2161
2162 /* print message according to totalchance */
2163 const char *buf;
2164 if (totalchance > 50.)
2165 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2166 else if (totalchance > 10.)
2167 buf = format ("The %s tasted very good.", &meal->name);
2168 else if (totalchance > 1.)
2169 buf = format ("The %s tasted good.", &meal->name);
2170 else if (totalchance > 0.1)
2171 buf = format ("The %s tasted bland.", &meal->name);
2172 else if (totalchance >= 0.01)
2173 buf = format ("The %s had a boring taste.", &meal->name);
2174 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2175 buf = format ("The %s tasted strange.", &meal->name);
2176 else
2177 buf = format ("The %s had no taste.", &meal->name);
2178
2179 op->statusmsg (buf);
2180
2181 /* now choose a winner if we have any */
2182 i = -1;
2183 if (winners > 0)
2184 i = atnr_winner[RANDOM () % winners];
2185
2186 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2187 {
2188 /* resistance increased! */
2189 skin->resist[i]++;
2190 op->update_stats ();
2191
2192 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2193 }
2194
2195 /* if this flesh contains a new ability focus, we mark it
2196 into the ability_force and it will take effect on next level */
2197 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2198 {
2199 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2200
2201 if (meal->last_eat != abil->stats.exp)
2202 op->statusmsg (format (
2203 "Your metabolism prepares to focus on %s!\n"
2204 "The change will happen at level %d.",
2205 change_resist_msg[meal->last_eat],
2206 abil->level + 1
2207 ));
2208 else
2209 {
2210 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2211 abil->last_eat = 0;
2212 }
2213 }
2214
2215 return 1;
2216 }
2217
2218 /**
2219 * Handles applying an improve armor scroll.
2220 * Does some sanity checks, then calls improve_armour.
2221 */
2222 static void
2223 apply_armour_improver (object *op, object *tmp)
2224 {
2225 object *armor;
2226
2227 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2228 {
2229 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2230 return;
2231 }
2232
2233 armor = find_marked_object (op);
2234
2235 if (!armor)
2236 {
2237 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2238 return;
2239 }
2240
2241 if (armor->type != ARMOUR
2242 && armor->type != CLOAK
2243 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2244 {
2245 op->failmsg ("Your marked item is not armour!\n");
2246 return;
2247 }
2248
2249 op->statusmsg ("Applying armour enchantment.");
2250 improve_armour (op, tmp, armor);
2251 }
2252
2253 void
2254 apply_poison (object *op, object *tmp)
2255 {
2256 // need to do it now when it is still on the map
2257 handle_apply_yield (tmp);
2258
2259 object *poison = tmp->split (1);
2260
2261 if (op->type == PLAYER)
2262 {
2263 op->contr->play_sound (sound_find ("drink_poison"));
2264 op->failmsg ("Yech! That tasted poisonous!");
2265 op->contr->killer = poison;
2266 }
2267
2268 if (poison->stats.hp > 0)
2269 {
2270 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2271 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2272 }
2273
2274 op->stats.food -= op->stats.food / 4;
2275 poison->destroy ();
2276 }
2277
2278 /**
2279 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2280 * A valid 2 way exit means:
2281 * -You can come back (there is another exit at the other side)
2282 * -You are
2283 * ° the owner of the exit
2284 * ° or in the same party as the owner
2285 *
2286 * Note: a owner in a 2 way exit is saved as the owner's name
2287 * in the field exit->name cause the field exit->owner doesn't
2288 * survive in the swapping (in fact the whole exit doesn't survive).
2289 */
2290 int
2291 is_legal_2ways_exit (object *op, object *exit)
2292 {
2293 if (exit->stats.exp != 1)
2294 return 1; /*This is not a 2 way, so it is legal */
2295
2296 #if 0 //TODO
2297 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2298 return 0; /* This is a reset town portal */
2299 #endif
2300
2301 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2302
2303 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2304
2305 if (exitmap)
2306 {
2307 exitmap->load_sync ();
2308
2309 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2310
2311 if (!tmp)
2312 return 0;
2313
2314 for (; tmp; tmp = tmp->above)
2315 {
2316 if (tmp->type != EXIT)
2317 continue; /*Not an exit */
2318
2319 if (!EXIT_PATH (tmp))
2320 continue; /*Not a valid exit */
2321
2322 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2323 continue; /*Not in the same place */
2324
2325 if (exit->map->path != EXIT_PATH (tmp))
2326 continue; /*Not in the same map */
2327
2328 /* From here we have found the exit is valid. However we do
2329 * here the check of the exit owner. It is important for the
2330 * town portals to prevent strangers from visiting your appartments
2331 */
2332 if (!exit->race)
2333 return 1; /*No owner, free for all! */
2334
2335 object *exit_owner = 0;
2336
2337 for_all_players (pp)
2338 {
2339 if (!pp->ob)
2340 continue;
2341
2342 if (pp->ob->name != exit->race)
2343 continue;
2344
2345 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2346 break;
2347 }
2348
2349 if (!exit_owner)
2350 return 0; /* No more owner */
2351
2352 if (exit_owner->contr == op->contr)
2353 return 1; /*It is your exit */
2354
2355 if (exit_owner && /*There is a owner */
2356 (op->contr) && /*A player tries to pass */
2357 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2358 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2359 return 0;
2360
2361 return 1;
2362 }
2363 }
2364
2365 return 0;
2366 }
2367
2368 /**
2369 * Main apply handler.
2370 *
2371 * Checks for unpaid items before applying.
2372 *
2373 * Return value:
2374 * 0: player or monster can't apply objects of that type
2375 * 1: has been applied, or there was an error applying the object
2376 * 2: objects of that type can't be applied if not in inventory
2377 *
2378 * op is the object that is causing object to be applied, tmp is the object
2379 * being applied.
2380 *
2381 * aflag is special (always apply/unapply) flags. Nothing is done with
2382 * them in this function - they are passed to apply_special
2383 */
2384 int
2385 manual_apply (object *op, object *tmp, int aflag)
2386 {
2387 tmp = tmp->head_ ();
2388
2389 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2390 {
2391 if (op->type == PLAYER)
2392 {
2393 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2394 return 1;
2395 }
2396 else
2397 return 0; /* monsters just skip unpaid items */
2398 }
2399
2400 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2401 return RESULT_INT (0);
2402
2403 switch (tmp->type)
2404 {
2405 case CF_HANDLE:
2406 op->play_sound (sound_find ("turn_handle"));
2407 op->statusmsg ("You turn the handle.");
2408 tmp->value = tmp->value ? 0 : 1;
2409 SET_ANIMATION (tmp, tmp->value);
2410 update_object (tmp, UP_OBJ_FACE);
2411 push_button (tmp);
2412 return 1;
2413
2414 case TRIGGER:
2415 if (check_trigger (tmp, op))
2416 {
2417 op->statusmsg ("You turn the handle.");
2418 op->play_sound (sound_find ("turn_handle"));
2419 }
2420 else
2421 op->failmsg ("The handle doesn't move.");
2422
2423 return 1;
2424
2425 case EXIT:
2426 if (op->type != PLAYER)
2427 return 0;
2428
2429 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2430 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2431 else
2432 {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2435 op->statusmsg (tmp->msg, NDI_NAVY);
2436
2437 op->enter_exit (tmp);
2438 }
2439
2440 return 1;
2441
2442 case INSCRIBABLE:
2443 op->statusmsg (tmp->msg);
2444 // maybe show a spell menu to chose from or something like that
2445 return 1;
2446
2447 case SIGN:
2448 apply_sign (op, tmp, 0);
2449 return 1;
2450
2451 case BOOK:
2452 if (op->type == PLAYER)
2453 {
2454 apply_book (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case SKILLSCROLL:
2461 if (op->type == PLAYER)
2462 {
2463 apply_skillscroll (op, tmp);
2464 return 1;
2465 }
2466 else
2467 return 0;
2468
2469 case SPELLBOOK:
2470 if (op->type == PLAYER)
2471 {
2472 apply_spellbook (op, tmp);
2473 return 1;
2474 }
2475 else
2476 return 0;
2477
2478 case SCROLL:
2479 apply_scroll (op, tmp, 0);
2480 return 1;
2481
2482 case POTION:
2483 apply_potion (op, tmp);
2484 return 1;
2485
2486 /* Eneq(@csd.uu.se): Handle apply on containers. */
2487 //TODO: remove, as it is unsed?
2488 case CLOSE_CON:
2489 apply_container (op, tmp->env);
2490 return 1;
2491
2492 case CONTAINER:
2493 apply_container (op, tmp);
2494 return 1;
2495
2496 case TREASURE:
2497 if (op->type == PLAYER)
2498 {
2499 apply_treasure (op, tmp);
2500 return 1;
2501 }
2502 else
2503 return 0;
2504
2505 case WEAPON:
2506 case ARMOUR:
2507 case BOOTS:
2508 case GLOVES:
2509 case AMULET:
2510 case GIRDLE:
2511 case BRACERS:
2512 case SHIELD:
2513 case HELMET:
2514 case RING:
2515 case CLOAK:
2516 case WAND:
2517 case ROD:
2518 case HORN:
2519 case SKILL:
2520 case BOW:
2521 case LAMP:
2522 case BUILDER:
2523 case SKILL_TOOL:
2524 if (tmp->env != op)
2525 return 2; /* not in inventory */
2526
2527 apply_special (op, tmp, aflag);
2528 return 1;
2529
2530 case DRINK:
2531 case FOOD:
2532 case FLESH:
2533 apply_food (op, tmp);
2534 return 1;
2535
2536 case POISON:
2537 apply_poison (op, tmp);
2538 return 1;
2539
2540 case SAVEBED:
2541 return 1;
2542
2543 case ARMOUR_IMPROVER:
2544 if (op->type == PLAYER)
2545 {
2546 apply_armour_improver (op, tmp);
2547 return 1;
2548 }
2549 else
2550 return 0;
2551
2552 case WEAPON_IMPROVER:
2553 check_improve_weapon (op, tmp);
2554 return 1;
2555
2556 case CLOCK:
2557 if (op->type == PLAYER)
2558 {
2559 char buf[MAX_BUF];
2560 timeofday_t tod;
2561
2562 get_tod (&tod);
2563 op->play_sound (sound_find ("sound_clock"));
2564 op->statusmsg (format (
2565 "It is %d minute%s past %d o'clock %s",
2566 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2567 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2568 ));
2569 return 1;
2570 }
2571 else
2572 return 0;
2573
2574 case MENU:
2575 if (op->type == PLAYER)
2576 {
2577 shop_listing (tmp, op);
2578 return 1;
2579 }
2580 else
2581 return 0;
2582
2583 case POWER_CRYSTAL:
2584 apply_power_crystal (op, tmp); /* see egoitem.c */
2585 return 1;
2586
2587 case LIGHTER: /* for lighting torches/lanterns/etc */
2588 if (op->type == PLAYER)
2589 {
2590 apply_lighter (op, tmp);
2591 return 1;
2592 }
2593 else
2594 return 0;
2595
2596 case ITEM_TRANSFORMER:
2597 apply_item_transformer (op, tmp);
2598 return 1;
2599
2600 default:
2601 return 0;
2602 }
2603 }
2604
2605 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2606 * messages as needed by player_apply_below(). But there can still be
2607 * "but you are floating high above the ground" messages.
2608 *
2609 * Same return value as apply() function.
2610 */
2611 int
2612 player_apply (object *pl, object *op, int aflag, int quiet)
2613 {
2614 if (!op->env && (pl->move_type & MOVE_FLYING))
2615 {
2616 /* player is flying and applying object not in inventory */
2617 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2618 {
2619 pl->failmsg ("But you are floating high above the ground! "
2620 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2621 "or waiting till the levitation effect wears off.>");
2622 return 0;
2623 }
2624 }
2625
2626 pl->contr->last_used = op;
2627
2628 int tmp = manual_apply (pl, op, aflag);
2629
2630 if (!quiet)
2631 {
2632 if (tmp == 0)
2633 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2634 else if (tmp == 2)
2635 pl->failmsg ("You must get it first!\n");
2636 }
2637
2638 return tmp;
2639 }
2640
2641 /**
2642 * player_apply_below attempts to apply the object 'below' the player.
2643 * If the player has an open container, we use that for below, otherwise
2644 * we use the ground.
2645 */
2646 void
2647 player_apply_below (object *pl)
2648 {
2649 int floors = 0;
2650
2651 /* If using a container, set the starting item to be the top
2652 * item in the container. Otherwise, use the map.
2653 * This is perhaps more complicated. However, I want to make sure that
2654 * we don't use a corrupt pointer for the next object, so we get the
2655 * next object in the stack before applying. This is can only be a
2656 * problem if player_apply() has a bug in that it uses the object but does
2657 * not return a proper value.
2658 */
2659 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2660 {
2661 next = tmp->below;
2662
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++;
2665 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */
2667
2668 /* If it is visible, player can apply it. If it is applied by
2669 * person moving on it, also activate. Added code to make it
2670 * so that at least one of players movement types be that which
2671 * the item needs.
2672 */
2673 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2674 {
2675 if (player_apply (pl, tmp, 0, 1) == 1)
2676 return;
2677 }
2678 if (floors >= 2)
2679 return; /* process at most two floor objects */
2680 }
2681 }
2682
2683 /**
2684 * Unapplies specified item.
2685 * No check done on cursed/damned.
2686 * Break this out of apply_special - this is just done
2687 * to keep the size of apply_special to a more managable size.
2688 */
2689 static int
2690 unapply_special (object *who, object *op, int aflags)
2691 {
2692 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2693 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2694 return RESULT_INT (0);
2695
2696 CLEAR_FLAG (op, FLAG_APPLIED);
2697
2698 switch (op->type)
2699 {
2700 case SKILL_TOOL:
2701 // unapplying a skill tool should also unapply the skill it governs
2702 // but this is hard, as it shouldn't do so when the skill can
2703 // be used for other reasons
2704 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2705 if (tmp->skill == op->skill
2706 && tmp->type == SKILL
2707 && tmp->flag [FLAG_APPLIED]
2708 && !tmp->flag [FLAG_CAN_USE_SKILL])
2709 unapply_special (who, tmp, 0);
2710
2711 change_abil (who, op);
2712 break;
2713
2714 case WEAPON:
2715 if (player *pl = who->contr)
2716 if (op == pl->combat_ob)
2717 {
2718 pl->combat_ob = 0;
2719 who->change_weapon (pl->ranged_ob);
2720 }
2721
2722 who->statusmsg (format ("You unwield %s.", query_name (op)));
2723
2724 change_abil (who, op);
2725 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2726 break;
2727
2728 case SKILL:
2729 if (who->contr)
2730 {
2731 if (IS_COMBAT_SKILL (op->subtype))
2732 who->change_weapon (who->contr->combat_ob = 0);
2733 else if (IS_RANGED_SKILL (op->subtype))
2734 who->change_weapon (who->contr->ranged_ob = 0);
2735
2736 if (op->invisible)
2737 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2738 else
2739 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2740 }
2741
2742 change_abil (who, op);
2743 CLEAR_FLAG (who, FLAG_READY_SKILL);
2744 break;
2745
2746 case ARMOUR:
2747 case HELMET:
2748 case SHIELD:
2749 case RING:
2750 case BOOTS:
2751 case GLOVES:
2752 case AMULET:
2753 case GIRDLE:
2754 case BRACERS:
2755 case CLOAK:
2756 who->statusmsg (format ("You unwear %s.", query_name (op)));
2757 change_abil (who, op);
2758 break;
2759
2760 case LAMP:
2761 {
2762 who->statusmsg (format ("You turn off your %s.", &op->name));
2763
2764 object *tmp2 = arch_to_object (op->other_arch);
2765 tmp2->x = op->x;
2766 tmp2->y = op->y;
2767 tmp2->map = op->map;
2768 tmp2->below = op->below;
2769 tmp2->above = op->above;
2770 tmp2->stats.food = op->stats.food;
2771 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2772
2773 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2774 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2775
2776 op->destroy ();
2777 who->insert (tmp2);
2778 who->update_stats ();
2779
2780 if (who->contr)
2781 {
2782 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2783 {
2784 who->failmsg ("Oops, it feels deadly cold!");
2785 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2786 }
2787 }
2788 }
2789
2790 return 1; /* otherwise, an attempt to drop causes problems */
2791
2792 case BOW:
2793 case WAND:
2794 case ROD:
2795 case HORN:
2796 if (player *pl = who->contr)
2797 {
2798 if (op == pl->ranged_ob)
2799 {
2800 pl->ranged_ob = 0;
2801 who->change_weapon (pl->combat_ob);
2802 }
2803
2804 who->statusmsg (format ("You unready %s.", query_name (op)));
2805 }
2806 else
2807 {
2808 who->change_skill (0);
2809
2810 if (op->type == BOW)
2811 CLEAR_FLAG (who, FLAG_READY_BOW);
2812 else
2813 CLEAR_FLAG (who, FLAG_READY_RANGE);
2814 }
2815
2816 break;
2817
2818 case BUILDER:
2819 if (who->contr)
2820 who->statusmsg (format ("You unready %s.", query_name (op)));
2821 break;
2822
2823 default:
2824 who->statusmsg (format ("You unapply %s.", query_name (op)));
2825 break;
2826 }
2827
2828 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2829 if (object *pl = op->visible_to ())
2830 esrv_send_item (pl, op);
2831
2832 who->update_stats ();
2833
2834 return 0;
2835 }
2836
2837 /**
2838 * Returns the object that is using location 'loc'.
2839 * Note that 'start' is the first object to start examing - we
2840 * then go through the below of this. In this way, you can do
2841 * something like:
2842 * tmp = get_next_item_from_body_location(who->inv, 1);
2843 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2844 * to find the second object that may use this location, etc.
2845 * Returns NULL if no match is found.
2846 * loc is the index into the array we are looking for a match.
2847 * don't return invisible objects unless they are skill objects
2848 * invisible other objects that use
2849 * up body locations can be used as restrictions.
2850 */
2851 static object *
2852 get_next_item_from_body_location (int loc, object *start)
2853 {
2854 for (object *tmp = start; tmp; tmp = tmp->below)
2855 if (tmp->flag [FLAG_APPLIED]
2856 && tmp->slot[loc].info
2857 && (!tmp->invisible || tmp->type == SKILL))
2858 return tmp;
2859
2860 return 0;
2861 }
2862
2863 /**
2864 * 'op' wants to apply an object, but can't because of other equipment.
2865 * This should only be called when it is known
2866 * that there are objects to unapply. This makes pretty heavy
2867 * use of get_item_from_body_location. It makes no intelligent choice
2868 * on objects - rather, the first that is matched is used.
2869 * Returns 0 on success, returns 1 if there is some problem.
2870 * if aflags is AP_PRINT, we instead print out waht to unapply
2871 * instead of doing it. This is a lot less code than having
2872 * another function that does just that.
2873 */
2874
2875 #define CANNOT_REMOVE_CURSED \
2876 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2877 "Praying over an altar, scrolls of remove curse/damnation, " \
2878 "priests or even other players might help.>"
2879
2880 int
2881 unapply_for_ob (object *who, object *op, int aflags)
2882 {
2883 if (op->is_range ())
2884 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2885 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2886 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2887 {
2888 if (aflags & AP_PRINT)
2889 who->failmsg (query_name (tmp));
2890 else
2891 unapply_special (who, tmp, aflags);
2892 }
2893 else
2894 {
2895 /* In this case, we want to try and remove a cursed item.
2896 * While we know it won't work, we want unapply_special to
2897 * at least generate the message.
2898 */
2899 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2900 return 1;
2901 }
2902
2903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2904 {
2905 /* this used up a slot that we need to free */
2906 if (op->slot[i].info)
2907 {
2908 object *last = who->inv;
2909
2910 /* We do a while loop - may need to remove several items in order
2911 * to free up enough slots.
2912 */
2913 while ((who->slot[i].used + op->slot[i].info) < 0)
2914 {
2915 object *tmp = get_next_item_from_body_location (i, last);
2916
2917 if (!tmp)
2918 {
2919 #if 0
2920 /* Not a bug - we'll get this if the player has cursed items
2921 * equipped.
2922 */
2923 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2924 #endif
2925 return 1;
2926 }
2927
2928 /* If we are just printing, we don't care about cursed status */
2929 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2930 {
2931 if (aflags & AP_PRINT)
2932 who->failmsg (query_name (tmp));
2933 else
2934 unapply_special (who, tmp, aflags);
2935 }
2936 else
2937 {
2938 /* Cursed item that we can't unequip - tell the player.
2939 * Note this could be annoying if this is just one of a few,
2940 * so it may not be critical (eg, putting on a ring and you have
2941 * one cursed ring.)
2942 */
2943 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2944 }
2945
2946 last = tmp->below;
2947 }
2948 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2949 * return in the !tmp would have kicked in.
2950 */
2951 } /* if op is using this body location */
2952 } /* for body lcoations */
2953
2954 return 0;
2955 }
2956
2957 /**
2958 * Checks to see if 'who' can apply object 'op'.
2959 * Returns 0 if apply can be done without anything special.
2960 * Otherwise returns a bitmask - potentially several of these may be
2961 * set, but largely depends on circumstance - in the future, processing
2962 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2963 * is set, do we really care what the other flags may be?)
2964 *
2965 * See include/define.h for detailed description of the meaning of
2966 * these return values.
2967 */
2968 int
2969 can_apply_object (object *who, object *op)
2970 {
2971 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2972 return RESULT_INT (0);
2973
2974 int retval = 0;
2975 object *tmp = 0, *ws = 0;
2976
2977 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2978 {
2979 if (op->slot[i].info)
2980 {
2981 /* Item uses more slots than we have */
2982 if (who->slot[i].info + op->slot [i].info < 0)
2983 {
2984 /* Could return now for efficiency - rest of info below isn't
2985 * really needed.
2986 */
2987 retval |= CAN_APPLY_NEVER;
2988 }
2989 else if (who->slot[i].used + op->slot[i].info < 0)
2990 {
2991 /* in this case, equipping this would use more free spots than
2992 * we have.
2993 */
2994
2995 /* if we have an applied weapon/shield, and unapply it would free
2996 * enough slots to equip the new item, then just set "can
2997 * apply unapply". We don't care about the logic below - if you have a
2998 * shield equipped and try to equip another shield, there is only
2999 * one choice. However, the check for the number of body locations
3000 * does take into the account cases where what is being applied
3001 * may be two handed for example.
3002 */
3003 if (ws)
3004 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY;
3007 continue;
3008 }
3009
3010 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3011 if (!tmp1)
3012 {
3013 #if 0
3014 /* This is sort of an error, but happens a lot when old players
3015 * join in with more stuff equipped than they are now allowed.
3016 */
3017 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3018 #endif
3019 retval |= CAN_APPLY_NEVER;
3020 }
3021 else
3022 {
3023 /* need to unapply something. However, if this something
3024 * is different than we had found before, it means they need
3025 * to apply multiple objects
3026 */
3027 retval |= CAN_APPLY_UNAPPLY;
3028
3029 if (!tmp)
3030 tmp = tmp1;
3031 else if (tmp != tmp1)
3032 retval |= CAN_APPLY_UNAPPLY_MULT;
3033
3034 /* This object isn't using up all the slots, so there must
3035 * be another. If so, and it the new item doesn't need all
3036 * the slots, the player then has a choice.
3037 */
3038 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3039 && abs (op->slot[i].info) < who->slot[i].info)
3040 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3041
3042 /* Does unequippint 'tmp1' free up enough slots for this to be
3043 * equipped? If not, there must be something else to unapply.
3044 */
3045 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3046 retval |= CAN_APPLY_UNAPPLY_MULT;
3047 }
3048 } /* if not enough free slots */
3049 } /* if this object uses location i */
3050 } /* for i -> num_body_locations loop */
3051
3052 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3053 * really be controlled by use of body locations. We do have
3054 * the weapon/shield checks, and the range checks for monsters,
3055 * because you can't control those just by body location - bows, shields,
3056 * and weapons all use the same slot. Similar for horn/rod/wand - they
3057 * all use the same location.
3058 */
3059 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3060 retval |= CAN_APPLY_RESTRICTION;
3061
3062 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3063 retval |= CAN_APPLY_RESTRICTION;
3064
3065 if (who->type != PLAYER)
3066 {
3067 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3068 retval |= CAN_APPLY_RESTRICTION;
3069
3070 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3071 retval |= CAN_APPLY_RESTRICTION;
3072
3073 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3074 retval |= CAN_APPLY_RESTRICTION;
3075
3076 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3077 retval |= CAN_APPLY_RESTRICTION;
3078 }
3079
3080 return retval;
3081 }
3082
3083 /**
3084 * who is the object using the object. It can be a monster.
3085 * op is the object they are using. op is an equipment type item,
3086 * eg, one which you put on and keep on for a while, and not something
3087 * like a potion or scroll.
3088 *
3089 * function returns 1 if the action could not be completed, 0 on
3090 * success. However, success is a matter of meaning - if the
3091 * user passes the 'apply' flag to an object already applied,
3092 * nothing is done, and 0 is returned.
3093 *
3094 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3095 * AP_UNAPPLY=always unapply).
3096 *
3097 * Optional flags:
3098 * AP_NO_MERGE: don't merge an unapplied object with other objects
3099 * AP_IGNORE_CURSE: unapply cursed items
3100 * AP_NO_READY: do not ready skills when applying skill tools
3101 *
3102 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3103 *
3104 * apply_special() doesn't check for unpaid items.
3105 */
3106
3107 #define LACK_ITEM_POWER \
3108 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3109
3110 int
3111 apply_special (object *who, object *op, int aflags)
3112 {
3113 int basic_flag = aflags & AP_BASIC_FLAGS;
3114 object *tmp, *tmp2, *skop = NULL;
3115
3116 if (who == NULL)
3117 {
3118 LOG (llevError, "apply_special() from object without environment.\n");
3119 return 1;
3120 }
3121
3122 if (op->env != who)
3123 return 1; /* op is not in inventory */
3124
3125 /* trying to unequip op */
3126 if (QUERY_FLAG (op, FLAG_APPLIED))
3127 {
3128 /* always apply, so no reason to unapply */
3129 if (basic_flag == AP_APPLY)
3130 return 0;
3131
3132 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3133 {
3134 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3135 return 1;
3136 }
3137
3138 return unapply_special (who, op, aflags);
3139 }
3140 else if (basic_flag == AP_UNAPPLY)
3141 return 0;
3142
3143 // if the item is combat/ranged, wield the relevant slot first
3144 // to resolve conflicts.
3145 if (player *pl = who->contr)
3146 switch (op->slottype ())
3147 {
3148 case slot_combat: who->change_weapon (pl->combat_ob); break;
3149 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3150 }
3151
3152 splay (op);
3153
3154 /* Can't just apply this object. Lets see what not and what to do */
3155 if (int i = can_apply_object (who, op))
3156 {
3157 if (i & CAN_APPLY_NEVER)
3158 {
3159 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3160 return 1;
3161 }
3162 else if (i & CAN_APPLY_RESTRICTION)
3163 {
3164 who->failmsg (format (
3165 "You have a prohibition against using a %s. "
3166 "H<Your belief, profession or class prevents you from applying this item.>",
3167 query_name (op)
3168 ));
3169 return 1;
3170 }
3171
3172 if (who->type != PLAYER)
3173 {
3174 /* Some error, so don't try to equip something more */
3175 if (unapply_for_ob (who, op, aflags))
3176 return 1;
3177 }
3178 else
3179 {
3180 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3181 {
3182 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3183 unapply_for_ob (who, op, AP_PRINT);
3184 return 1;
3185 }
3186 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3187 if (unapply_for_ob (who, op, aflags))
3188 return 1;
3189 }
3190 }
3191
3192 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3193 {
3194 skop = find_skill_by_name (who, op->skill);
3195
3196 if (!skop)
3197 {
3198 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3199 return 1;
3200 }
3201 else
3202 /* While experience will be credited properly, we want to change the
3203 * skill so that the dam and wc get updated
3204 */
3205 who->change_skill (skop);
3206 }
3207
3208 if (who->type == PLAYER
3209 && op->item_power
3210 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 {
3212 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3213 return 1;
3214 }
3215
3216 /* Ok. We are now at the state where we can apply the new object.
3217 * Note that we don't have the checks for can_use_...
3218 * below - that is already taken care of by can_apply_object.
3219 */
3220 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3221
3222 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223 return RESULT_INT (0);
3224
3225 switch (op->type)
3226 {
3227 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat))
3229 {
3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3231
3232 if (tmp)
3233 insert_ob_in_ob (tmp, who);
3234
3235 return 1;
3236 }
3237
3238 //TODO: this obviously fails for players using a shorter prefix
3239 // i.e. "R" can use Ragnarok's sword.
3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3241 {
3242 /* if the weapon does not have the name as the character, can't use it. */
3243 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3244 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3245
3246 if (tmp)
3247 insert_ob_in_ob (tmp, who);
3248
3249 return 1;
3250 }
3251
3252 if (!skop)
3253 {
3254 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3255 return 1;
3256 }
3257
3258 SET_FLAG (op, FLAG_APPLIED);
3259 who->change_skill (skop);
3260
3261 if (who->contr)
3262 who->change_weapon (who->contr->combat_ob = op);
3263
3264 who->statusmsg (format ("You wield %s.", query_name (op)));
3265
3266 SET_FLAG (who, FLAG_READY_WEAPON);
3267 change_abil (who, op);
3268 break;
3269
3270 case ARMOUR:
3271 case HELMET:
3272 case SHIELD:
3273 case BOOTS:
3274 case GLOVES:
3275 case GIRDLE:
3276 case BRACERS:
3277 case CLOAK:
3278 case RING:
3279 case AMULET:
3280 SET_FLAG (op, FLAG_APPLIED);
3281 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 change_abil (who, op);
3283 break;
3284
3285 case LAMP:
3286 if (op->stats.food < 1)
3287 {
3288 who->failmsg (format (
3289 "Your %s is out of fuel! "
3290 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291 &op->name
3292 ));
3293 return 1;
3294 }
3295
3296 who->statusmsg (format ("You turn on your %s.", &op->name));
3297
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 who->insert (tmp2);
3306
3307 /* Remove the old lantern */
3308 op->destroy ();
3309
3310 /* insert the portion that was split off */
3311 if (tmp)
3312 who->insert (tmp);
3313
3314 who->update_stats ();
3315
3316 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3317 if (who->type == PLAYER)
3318 {
3319 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3320 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3321 }
3322
3323 return 0;
3324
3325 case SKILL_TOOL:
3326 // applying a skill tool also readies the skill
3327 SET_FLAG (op, FLAG_APPLIED);
3328
3329 if (!(aflags & AP_NO_READY))
3330 {
3331 skop = find_skill_by_name (who, op->skill);
3332 if (!skop->flag [FLAG_APPLIED])
3333 apply_special (who, skop, AP_APPLY);
3334 }
3335 break;
3336
3337 case SKILL:
3338 if (player *pl = who->contr)
3339 {
3340 if (IS_COMBAT_SKILL (op->subtype))
3341 {
3342 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3343 {
3344 for (object *item = who->inv; item; item = item->below)
3345 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3346 {
3347 if (item->skill == op->skill)
3348 {
3349 who->change_weapon (pl->combat_ob = item);
3350 goto found_weapon;
3351 }
3352 }
3353
3354 who->failmsg (format (
3355 "You need to apply a '%s' melee weapon before readying this skill. "
3356 "H<Some skills need an item, in this case a melee weapon, to function.>",
3357 &op->skill
3358 ));
3359 return 1;
3360
3361 found_weapon:;
3362 }
3363 else
3364 who->change_weapon (pl->combat_ob = op);
3365 }
3366 else if (IS_RANGED_SKILL (op->subtype))
3367 {
3368 if (skill_flags [op->subtype] & SF_NEED_BOW)
3369 {
3370 for (object *item = who->inv; item; item = item->below)
3371 if (item->type == BOW && item->flag [FLAG_APPLIED])
3372 {
3373 //TODO: bows should/must all have skill missile weapon right now
3374 who->change_weapon (pl->ranged_ob = item);
3375 goto found_bow;
3376 }
3377
3378 who->failmsg (
3379 "You need to apply a missile weapon before readying this skill. "
3380 "H<Some skills need an item, in this case a missile weapon, to function.>"
3381 );
3382 return 1;
3383
3384 found_bow:;
3385 }
3386 else
3387 who->change_weapon (pl->ranged_ob = op);
3388 }
3389
3390 if (!op->invisible)
3391 {
3392 who->statusmsg (format (
3393 "You ready %s."
3394 "You can now use the skill: %s.",
3395 query_name (op),
3396 &op->skill
3397 ));
3398 }
3399 else
3400 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3401 }
3402 else
3403 {
3404 SET_FLAG (op, FLAG_APPLIED);
3405 change_abil (who, op);
3406 who->chosen_skill = op;
3407 SET_FLAG (who, FLAG_READY_SKILL);
3408 }
3409
3410 break;
3411
3412 case BOW:
3413 if (!check_weapon_power (who, op->last_eat))
3414 {
3415 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3416
3417 if (tmp)
3418 insert_ob_in_ob (tmp, who);
3419
3420 return 1;
3421 }
3422
3423 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3424 {
3425 who->failmsg ("The weapon does not recognize you as its owner. "
3426 "H<Its name indicates that it belongs to somebody else.>");
3427 if (tmp)
3428 insert_ob_in_ob (tmp, who);
3429
3430 return 1;
3431 }
3432
3433 /*FALLTHROUGH*/
3434 case WAND:
3435 case ROD:
3436 case HORN:
3437 /* check for skill, alter player status */
3438
3439 if (!skop)
3440 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3442 return 1;
3443 }
3444
3445 SET_FLAG (op, FLAG_APPLIED);
3446 who->change_skill (skop);
3447
3448 if (who->contr)
3449 {
3450 who->contr->ranged_ob = op;
3451
3452 who->statusmsg (format ("You ready %s.", query_name (op)));
3453
3454 if (op->type == BOW)
3455 {
3456 who->current_weapon = op;
3457 change_abil (who, op);
3458 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3459 }
3460 }
3461 else
3462 {
3463 if (op->type == BOW)
3464 SET_FLAG (who, FLAG_READY_BOW);
3465 else
3466 SET_FLAG (who, FLAG_READY_RANGE);
3467 }
3468
3469 break;
3470
3471 case BUILDER:
3472 if (who->type == PLAYER)
3473 {
3474 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3475 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3476 unapply_special (who, who->contr->ranged_ob, 0);
3477
3478 who->statusmsg (format ("You ready your %s.", query_name (op)));
3479
3480 who->contr->ranged_ob = op;
3481 }
3482 break;
3483
3484 default:
3485 who->statusmsg (format ("You apply %s.", query_name (op)));
3486 }
3487
3488 SET_FLAG (op, FLAG_APPLIED);
3489
3490 if (tmp)
3491 who->insert (tmp);
3492
3493 who->update_stats ();
3494
3495 /* We exclude spell casting objects. The fire code will set the
3496 * been applied flag when they are used - until that point,
3497 * you don't know anything about them.
3498 */
3499 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3500 SET_FLAG (op, FLAG_BEEN_APPLIED);
3501
3502 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3503 if (who->type == PLAYER)
3504 {
3505 who->failmsg (
3506 "Oops, it feels deadly cold! "
3507 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3508 );
3509 SET_FLAG (op, FLAG_KNOWN_CURSED);
3510 }
3511
3512 if (object *pl = op->visible_to ())
3513 esrv_send_item (pl, op);
3514
3515 return 0;
3516 }
3517
3518 int
3519 monster_apply_special (object *who, object *op, int aflags)
3520 {
3521 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3522 return 1;
3523
3524 return apply_special (who, op, aflags);
3525 }
3526
3527 /**
3528 * Map was just loaded, handle op's initialisation.
3529 *
3530 * Generates shop floor's item, and treasures.
3531 */
3532 int
3533 auto_apply (object *op)
3534 {
3535 object *tmp = NULL, *tmp2;
3536 int i;
3537
3538 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3539
3540 switch (op->type)
3541 {
3542 case SHOP_FLOOR:
3543 if (!op->has_random_items ())
3544 return 0;
3545
3546 do
3547 {
3548 i = 10; /* let's give it 10 tries */
3549 while ((tmp = generate_treasure (op->randomitems,
3550 op->stats.exp
3551 ? (int) op->stats.exp
3552 : max (op->map->difficulty, 5)))
3553 == NULL && --i);
3554
3555 if (tmp == NULL)
3556 return 0;
3557
3558 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3559 {
3560 tmp->destroy ();
3561 tmp = NULL;
3562 }
3563 }
3564 while (!tmp);
3565
3566 tmp->x = op->x;
3567 tmp->y = op->y;
3568 SET_FLAG (tmp, FLAG_UNPAID);
3569 insert_ob_in_map (tmp, op->map, NULL, 0);
3570 identify (tmp);
3571 break;
3572
3573 case TREASURE:
3574 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3575 return 0;
3576
3577 while (op->stats.hp-- > 0)
3578 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3579 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3580
3581 /* If we generated an object and put it in this object inventory,
3582 * move it to the parent object as the current object is about
3583 * to disappear. An example of this item is the random_* stuff
3584 * that is put inside other objects.
3585 */
3586 if (op->env)
3587 while (op->inv)
3588 op->env->insert (op->inv);
3589
3590 op->destroy ();
3591 break;
3592 }
3593
3594 return !!tmp;
3595 }
3596
3597 /**
3598 * fix_auto_apply goes through the entire map every time a map
3599 * is loaded or swapped in and performs special actions for
3600 * certain objects (most initialization of chests and creation of
3601 * treasures and stuff). Calls auto_apply if appropriate.
3602 */
3603 void
3604 maptile::fix_auto_apply ()
3605 {
3606 if (!spaces)
3607 return;
3608
3609 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3610 for (object *tmp = ms->bot; tmp; )
3611 {
3612 object *above = tmp->above;
3613
3614 if (tmp->inv)
3615 {
3616 object *invtmp, *invnext;
3617
3618 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3619 {
3620 invnext = invtmp->below;
3621
3622 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3623 auto_apply (invtmp);
3624 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3625 {
3626 while (invtmp->stats.hp-- > 0)
3627 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3628
3629 invtmp->randomitems = NULL;
3630 }
3631 else if (invtmp && invtmp->arch
3632 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3633 {
3634 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3635 /* Need to clear this so that we never try to create
3636 * treasure again for this object
3637 */
3638 invtmp->randomitems = NULL;
3639 }
3640 }
3641 /* This is really temporary - the code at the bottom will
3642 * also set randomitems to null. The problem is there are bunches
3643 * of maps/players already out there with items that have spells
3644 * which haven't had the randomitems set to null yet.
3645 * MSW 2004-05-13
3646 *
3647 * And if it's a spellbook, it's better to set randomitems to NULL too,
3648 * else you get two spells in the book ^_-
3649 * Ryo 2004-08-16
3650 */
3651 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3652 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3653 tmp->randomitems = NULL;
3654
3655 }
3656
3657 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3658 auto_apply (tmp);
3659 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3660 {
3661 while ((tmp->stats.hp--) > 0)
3662 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3663 tmp->randomitems = NULL;
3664 }
3665 else if (tmp->type == TIMED_GATE)
3666 {
3667 object *head = tmp->head != NULL ? tmp->head : tmp;
3668
3669 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3670 tmp->set_speed (0);
3671 }
3672 /* This function can be called everytime a map is loaded, even when
3673 * swapping back in. As such, we don't want to create the treasure
3674 * over and ove again, so after we generate the treasure, blank out
3675 * randomitems so if it is swapped in again, it won't make anything.
3676 * This is a problem for the above objects, because they have counters
3677 * which say how many times to make the treasure.
3678 */
3679 else if (tmp && tmp->arch && tmp->type != PLAYER
3680 && tmp->type != TREASURE && tmp->type != SPELL
3681 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3682 {
3683 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3684 tmp->randomitems = NULL;
3685 }
3686
3687 // close all containers
3688 else if (tmp->type == CONTAINER)
3689 tmp->flag [FLAG_APPLIED] = 0;
3690
3691 tmp = above;
3692 }
3693
3694 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3695 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3696 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3697 check_trigger (tmp, tmp->above);
3698 }
3699
3700 /**
3701 * Handles player eating food that temporarily changes status (resistances, stats).
3702 * This used to call cast_change_attr(), but
3703 * that doesn't work with the new spell code. Since we know what
3704 * the food changes, just grab a force and use that instead.
3705 */
3706 void
3707 eat_special_food (object *who, object *food)
3708 {
3709 object *force;
3710 int i, did_one = 0;
3711
3712 force = get_archetype (FORCE_NAME);
3713
3714 for (i = 0; i < NUM_STATS; i++)
3715 if (sint8 k = food->stats.stat (i))
3716 {
3717 force->stats.stat (i) = k;
3718 did_one = 1;
3719 }
3720
3721 /* check if we can protect the eater */
3722 for (i = 0; i < NROFATTACKS; i++)
3723 {
3724 if (food->resist[i] > 0)
3725 {
3726 force->resist[i] = food->resist[i] / 2;
3727 did_one = 1;
3728 }
3729 }
3730
3731 if (did_one)
3732 {
3733 force->set_speed (0.1);
3734 /* bigger morsel of food = longer effect time */
3735 force->duration = food->stats.food / 5;
3736 SET_FLAG (force, FLAG_APPLIED);
3737 change_abil (who, force);
3738 insert_ob_in_ob (force, who);
3739 }
3740 else
3741 force->destroy ();
3742
3743 /* check for hp, sp change */
3744 if (food->stats.hp != 0)
3745 {
3746 if (QUERY_FLAG (food, FLAG_CURSED))
3747 {
3748 who->contr->killer = food;
3749 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3750 who->failmsg ("Eck!...that was poisonous!");
3751 }
3752 else
3753 {
3754 if (food->stats.hp > 0)
3755 who->statusmsg ("You begin to feel better.");
3756 else
3757 who->failmsg ("Eck!...that was poisonous!");
3758
3759 who->stats.hp += food->stats.hp;
3760 }
3761 }
3762
3763 if (food->stats.sp != 0)
3764 {
3765 if (QUERY_FLAG (food, FLAG_CURSED))
3766 {
3767 who->failmsg ("You are drained of mana!");
3768 who->stats.sp -= food->stats.sp;
3769 if (who->stats.sp < 0)
3770 who->stats.sp = 0;
3771 }
3772 else
3773 {
3774 who->statusmsg ("You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */
3777 }
3778 }
3779
3780 who->update_stats ();
3781 }
3782
3783 /**
3784 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t.
3787 */
3788 void
3789 apply_lighter (object *who, object *lighter)
3790 {
3791 object *item;
3792 int is_player_env = 0;
3793
3794 item = find_marked_object (who);
3795 if (item)
3796 {
3797 if (lighter->last_eat && lighter->stats.food)
3798 { /* lighter gets used up */
3799 object *oneLighter = lighter->split ();
3800 oneLighter->stats.food--;
3801 who->insert (oneLighter);
3802 }
3803 else if (lighter->last_eat)
3804 {
3805 /* no charges left in lighter */
3806 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3807 return;
3808 }
3809
3810 /* Perhaps we should split what we are trying to light on fire?
3811 * I can't see many times when you would want to light multiple
3812 * objects at once.
3813 */
3814
3815 if (who == item->in_player ())
3816 is_player_env = 1;
3817
3818 save_throw_object (item, AT_FIRE, who);
3819
3820 if (item->destroyed ())
3821 {
3822 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3823 /* Need to update the player so that the players glow radius
3824 * gets changed.
3825 */
3826 if (is_player_env)
3827 who->update_stats ();
3828 }
3829 else
3830 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3831 }
3832 else
3833 who->failmsg ("You need to mark a lightable object.");
3834 }
3835
3836 /**
3837 * op made some mistake with a scroll, this takes care of punishment.
3838 * scroll_failure()- hacked directly from spell_failure
3839 */
3840 void
3841 scroll_failure (object *op, int failure, int power)
3842 {
3843 if (abs (failure / 4) > power)
3844 power = abs (failure / 4); /* set minimum effect */
3845
3846 if (failure <= -1 && failure > -15)
3847 { /* wonder */
3848 object *tmp;
3849
3850 op->failmsg ("Your spell warps!");
3851 tmp = get_archetype (SPELL_WONDER);
3852 cast_wonder (op, op, 0, tmp);
3853 tmp->destroy ();
3854 }
3855 else if (failure <= -15 && failure > -35)
3856 { /* drain mana */
3857 op->failmsg ("Your mana is drained!");
3858 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859 if (op->stats.sp < 0)
3860 op->stats.sp = 0;
3861 }
3862 else if (settings.spell_failure_effects == TRUE)
3863 {
3864 if (failure <= -35 && failure > -60)
3865 { /* confusion */
3866 op->failmsg ("The magic recoils on you!");
3867 confuse_player (op, op, power);
3868 }
3869 else if (failure <= -60 && failure > -70)
3870 { /* paralysis */
3871 op->failmsg ("The magic recoils and paralyzes you!");
3872 paralyze_player (op, op, power);
3873 }
3874 else if (failure <= -70 && failure > -80)
3875 { /* blind */
3876 op->failmsg ("The magic recoils on you!");
3877 blind_player (op, op, power);
3878 }
3879 else if (failure <= -80)
3880 { /* blast the immediate area */
3881 object *tmp = get_archetype (LOOSE_MANA);
3882 cast_magic_storm (op, tmp, power);
3883 op->failmsg ("You unleash uncontrolled mana!");
3884 tmp->destroy ();
3885 }
3886 }
3887 }
3888
3889 void
3890 apply_changes_to_player (object *pl, object *change)
3891 {
3892 int excess_stat = 0; /* if the stat goes over the maximum
3893 for the race, put the excess stat some
3894 where else. */
3895
3896 switch (change->type)
3897 {
3898 case CLASS:
3899 {
3900 living *stats = &(pl->contr->orig_stats);
3901 living *ns = &(change->stats);
3902 object *walk;
3903 int flag_change_face = 1;
3904
3905 /* the following code assigns stats up to the stat max
3906 * for the race, and if the stat max is exceeded,
3907 * tries to randomly reassign the excess stat
3908 */
3909 int i, j;
3910
3911 for (i = 0; i < NUM_STATS; i++)
3912 {
3913 int race_bonus = pl->arch->stats.stat (i);
3914 sint8 stat = stats->stat (i) + ns->stat (i);
3915
3916 if (stat > 20 + race_bonus)
3917 {
3918 excess_stat++;
3919 stat = 20 + race_bonus;
3920 }
3921
3922 stats->stat (i) = stat;
3923 }
3924
3925 for (j = 0; excess_stat > 0 && j < 100; j++)
3926 { /* try 100 times to assign excess stats */
3927 int i = rndm (0, 6);
3928
3929 if (i == CHA)
3930 continue; /* exclude cha from this */
3931
3932 int stat = stats->stat (i);
3933 int race_bonus = pl->arch->stats.stat (i);
3934 if (stat < 20 + race_bonus)
3935 {
3936 change_attr_value (stats, i, 1);
3937 excess_stat--;
3938 }
3939 }
3940
3941 /* insert the randomitems from the change's treasurelist into
3942 * the player ref: player.c
3943 */
3944 if (change->randomitems != NULL)
3945 give_initial_items (pl, change->randomitems);
3946
3947 /* set up the face, for some races. */
3948
3949 /* first, look for the force object banning
3950 * changing the face. Certain races never change face with class.
3951 */
3952 for (walk = pl->inv; walk != NULL; walk = walk->below)
3953 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3954 flag_change_face = 0;
3955
3956 if (flag_change_face)
3957 {
3958 pl->face = change->face;
3959 pl->animation_id = change->animation_id;
3960 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3961 }
3962
3963 /* check the special case of can't use weapons */
3964 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3965 if (!strcmp (change->name, "monk"))
3966 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3967
3968 break;
3969 }
3970 }
3971 }
3972
3973 /**
3974 * This handles items of type 'transformer'.
3975 * Basically those items, used with a marked item, transform both items into something
3976 * else.
3977 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3978 * Change information is contained in the 'slaying' field of the marked item.
3979 * The format is as follow: transformer:[number ]yield[;transformer:...].
3980 * This way an item can be transformed in many things, and/or many objects.
3981 * The 'slaying' field for transformer is used as verb for the action.
3982 */
3983 void
3984 apply_item_transformer (object *pl, object *transformer)
3985 {
3986 object *marked;
3987 object *new_item;
3988 char *find;
3989 char *separator;
3990 int yield;
3991 char got[MAX_BUF];
3992 int len;
3993
3994 if (!pl || !transformer)
3995 return;
3996
3997 marked = find_marked_object (pl);
3998
3999 if (!marked)
4000 {
4001 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4002 return;
4003 }
4004
4005 if (!marked->slaying)
4006 {
4007 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4008 return;
4009 }
4010
4011 /* check whether they are compatible or not */
4012 find = strstr (marked->slaying, transformer->arch->archname);
4013 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4014 {
4015 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4016 return;
4017 }
4018
4019 find += strlen (transformer->arch->archname) + 1;
4020 /* Item can be used, now find how many and what it yields */
4021 if (isdigit (*(find)))
4022 {
4023 yield = atoi (find);
4024 if (yield < 1)
4025 {
4026 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4027 yield = 1;
4028 }
4029 }
4030 else
4031 yield = 1;
4032
4033 while (isdigit (*find))
4034 find++;
4035
4036 while (*find == ' ')
4037 find++;
4038
4039 memset (got, 0, MAX_BUF);
4040
4041 if ((separator = strchr (find, ';')) != NULL)
4042 len = separator - find;
4043 else
4044 len = strlen (find);
4045
4046 if (len > MAX_BUF - 1)
4047 len = MAX_BUF - 1;
4048
4049 strcpy (got, find);
4050 got[len] = '\0';
4051
4052 /* Now create new item, remove used ones when required. */
4053 new_item = get_archetype (got);
4054 if (!new_item)
4055 {
4056 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4057 return;
4058 }
4059
4060 new_item->nrof = yield;
4061
4062 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4063
4064 pl->insert (new_item);
4065 /* Eat up one item */
4066 marked->decrease ();
4067
4068 /* Eat one transformer if needed */
4069 if (transformer->stats.food)
4070 if (--transformer->stats.food == 0)
4071 transformer->decrease ();
4072 }
4073