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Revision: 1.130
Committed: Sun Sep 2 04:57:15 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.129: +4 -5 lines
Log Message:
use examine box for signs, new T<> tag

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418 }
419
420 /****************************************************************************
421 * Weapon improvement code follows
422 ****************************************************************************/
423
424 /**
425 * This returns the sum of nrof of item (arch name).
426 */
427 static int
428 check_item (object *op, const char *item)
429 {
430 int count = 0;
431
432 if (!item)
433 return 0;
434
435 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof;
446 }
447 }
448 }
449
450 return count;
451 }
452
453 /**
454 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only
456 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects.
458 */
459 static void
460 eat_item (object *op, const char *item, uint32 nrof)
461 {
462 object *prev;
463
464 prev = op;
465 op = op->below;
466
467 while (op)
468 {
469 if (strcmp (op->arch->archname, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
482 op = prev;
483 }
484
485 prev = op;
486 op = op->below;
487 }
488 }
489
490 /**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497 static int
498 check_weapon_power (const object *who, int improvs)
499 {
500 /* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504 #if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510 #else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538 #endif
539 }
540
541 /**
542 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */
545 static int
546 check_sacrifice (object *op, const object *improver)
547 {
548 int count = 0;
549
550 if (improver->slaying)
551 {
552 count = check_item (op, improver->slaying);
553 if (count < 1)
554 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
556 return 0;
557 }
558 }
559 else
560 count = 1;
561
562 return count;
563 }
564
565 /**
566 * Actually improves the weapon, and tells user.
567 */
568 static int
569 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570 {
571 stat += sacrifice_count;
572 weapon->last_eat++;
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
584 return 1;
585 }
586
587 /* Types of improvements, hidden in the sp field. */
588 #define IMPROVE_PREPARE 1
589 #define IMPROVE_DAMAGE 2
590 #define IMPROVE_WEIGHT 3
591 #define IMPROVE_ENCHANT 4
592 #define IMPROVE_STR 5
593 #define IMPROVE_DEX 6
594 #define IMPROVE_CON 7
595 #define IMPROVE_WIS 8
596 #define IMPROVE_CHA 9
597 #define IMPROVE_INT 10
598 #define IMPROVE_POW 11
599
600 /**
601 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on.
603 */
604 int
605 prepare_weapon (object *op, object *improver, object *weapon)
606 {
607 int sacrifice_count, i;
608 char buf[MAX_BUF];
609
610 if (weapon->level != 0)
611 {
612 op->failmsg ("Weapon is already prepared!");
613 return 0;
614 }
615
616 for (i = 0; i < NROFATTACKS; i++)
617 if (weapon->resist[i])
618 break;
619
620 /* If we break out, i will be less than nrofattacks, preventing
621 * improvement of items that already have protections.
622 */
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */
627 {
628 op->failmsg ("You cannot prepare magic weapons.");
629 return 0;
630 }
631
632 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0)
634 return 0;
635
636 weapon->level = isqrt (sacrifice_count);
637 eat_item (op, improver->slaying, sacrifice_count);
638
639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
644
645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */
649 decrease_ob (improver);
650 weapon->last_eat = 0;
651 return 1;
652 }
653
654
655 /**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason.
659 *
660 * Checks if weapon was prepared, if enough potions on the floor, ...
661 *
662 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve
665 */
666 int
667 improve_weapon (object *op, object *improver, object *weapon)
668 {
669 int sacrifice_count, sacrifice_needed = 0;
670
671 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon);
673
674 if (weapon->level == 0)
675 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
677 return 0;
678 }
679
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
681 {
682 op->failmsg ("This weapon cannot be improved any more.");
683 return 0;
684 }
685
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
687 {
688 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you "
690 "really want to improve it.");
691 return 0;
692 }
693
694 /* This just increases damage by 5 points, no matter what. No sacrifice
695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
696 * don't put any maximum value on damage - the limit is how much the
697 * weapon can be improved.
698 */
699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
701 weapon->stats.dam += 5;
702 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++;
705
706 weapon->item_power++;
707 decrease_ob (improver);
708 return 1;
709 }
710
711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
713 /* Reduce weight by 20% */
714 weapon->weight = (weapon->weight * 8) / 10;
715 if (weapon->weight < 1)
716 weapon->weight = 1;
717
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++;
720 weapon->item_power++;
721 decrease_ob (improver);
722 return 1;
723 }
724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
726 weapon->magic++;
727 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver);
730 weapon->item_power++;
731 return 1;
732 }
733
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
736
737 if (sacrifice_needed < 1)
738 sacrifice_needed = 1;
739 sacrifice_needed *= 2;
740
741 sacrifice_count = check_sacrifice (op, improver);
742 if (sacrifice_count < sacrifice_needed)
743 {
744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
745 return 0;
746 }
747
748 eat_item (op, improver->slaying, sacrifice_needed);
749 weapon->item_power++;
750
751 switch (improver->stats.sp)
752 {
753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
760 default:
761 op->failmsg ("Unknown improvement type.");
762 }
763
764 LOG (llevError, "improve_weapon: Got to end of function\n");
765 return 0;
766 }
767
768 /**
769 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work.
772 */
773 int
774 check_improve_weapon (object *op, object *tmp)
775 {
776 object *otmp;
777
778 if (op->type != PLAYER)
779 return 0;
780
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 {
783 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0;
785 }
786
787 otmp = find_marked_object (op);
788 if (!otmp)
789 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0;
792 }
793
794 if (otmp->type != WEAPON && otmp->type != BOW)
795 {
796 op->failmsg ("Marked item is not a weapon or bow!");
797 return 0;
798 }
799
800 op->statusmsg ("Applied weapon builder.");
801
802 improve_weapon (op, tmp, otmp);
803 esrv_send_item (op, otmp);
804 return 1;
805 }
806
807 /**
808 * This code deals with the armour improvment scrolls.
809 * Change limits on improvement - let players go up to
810 * +5 no matter what level, but they are limited by item
811 * power.
812 * Try to use same improvement code as in the common/treasure.c
813 * file, so that if you make a +2 full helm, it will be just
814 * the same as one you find in a shop.
815 *
816 * deprecated comment:
817 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
818 * only 'enchantment' of armour is possible - improving
819 * the stats of a player w/ armour as well as a weapon
820 * will probably horribly unbalance the game. Magic enchanting
821 * depends on the level of the character - ie the plus
822 * value (magic) of the armour can never be increased beyond
823 * the level of the character / 10 -- rounding upish, nor may
824 * the armour value of the piece of equipment exceed either
825 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now.
828 */
829 int
830 improve_armour (object *op, object *improver, object *armour)
831 {
832 object *tmp;
833
834 if (armour->magic >= settings.armor_max_enchant)
835 {
836 op->failmsg ("This armour can not be enchanted any further!");
837 return 0;
838 }
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?)
843 */
844 if (armour->title)
845 {
846 op->failmsg ("This armour will not accept further enchantment.");
847 return 0;
848 }
849
850 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge.
852 */
853 if (armour->nrof > 1)
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857
858 armour->magic++;
859
860 if (!settings.armor_speed_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_speed_improvement) / 100;
868 pow++;
869 }
870
871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
872 }
873 else
874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
875
876 if (!settings.armor_weight_linear)
877 {
878 int base = 100;
879 int pow = 0;
880
881 while (pow < armour->magic)
882 {
883 base = base - (base * settings.armor_weight_reduction) / 100;
884 pow++;
885 }
886
887 armour->weight = (armour->arch->weight * base) / 100;
888 }
889 else
890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
891
892 if (armour->weight <= 0)
893 {
894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
895 armour->weight = 1;
896 }
897
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899
900 if (op->type == PLAYER)
901 {
902 esrv_send_item (op, armour);
903 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats ();
905 }
906
907 decrease_ob (improver);
908
909 if (tmp)
910 {
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914
915 return 1;
916 }
917
918 /*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken.
921 */
922 #define CONV_FROM(xyz) xyz->slaying
923 #define CONV_TO(xyz) xyz->other_arch
924 #define CONV_NR(xyz) xyz->stats.sp
925 #define CONV_NEED(xyz) xyz->stats.food
926
927 /* Takes one items and makes another.
928 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything.
931 */
932 int
933 convert_item (object *item, object *converter)
934 {
935 int nr = 0;
936 uint32 price_in;
937
938 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck)
941 */
942 if (CONV_FROM (converter) == shstr_money)
943 {
944 if (item->type != MONEY)
945 return 0;
946
947 nr = (item->nrof * item->value) / CONV_NEED (converter);
948 if (!nr)
949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
953 int cost = nr * CONV_NEED (converter) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
958 decrease_ob_nr (item, cost);
959
960 price_in = cost * item->value;
961 }
962 else
963 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
969
970 if (CONV_NEED (converter))
971 {
972 nr = item->nrof / CONV_NEED (converter);
973 decrease_ob_nr (item, nr * CONV_NEED (converter));
974 price_in = nr * CONV_NEED (converter) * item->value;
975 }
976 else
977 {
978 price_in = item->value;
979 item->destroy ();
980 }
981 }
982
983 if (converter->inv)
984 {
985 object *ob;
986 int i;
987 object *ob_to_copy;
988
989 /* select random object from inventory to copy */
990 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0)
993 ob_to_copy = ob;
994
995 item = object_create_clone (ob_to_copy);
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 }
999 else
1000 {
1001 if (converter->other_arch == NULL)
1002 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1;
1006 }
1007
1008 item = object_create_arch (converter->other_arch);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 }
1011
1012 if (CONV_NR (converter))
1013 item->nrof = CONV_NR (converter);
1014
1015 if (nr)
1016 item->nrof *= nr;
1017
1018 if (is_in_shop (converter))
1019 SET_FLAG (item, FLAG_UNPAID);
1020 else if (price_in < item->nrof * item->value)
1021 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /**
1025 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this.
1027 */
1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1;
1033 }
1034
1035 /**
1036 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t.
1040 */
1041 int
1042 apply_container (object *op, object *sack)
1043 {
1044 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */
1046
1047 if (!sack || sack->type != CONTAINER)
1048 {
1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1050 return 0;
1051 }
1052
1053 op->contr->last_used = 0;
1054
1055 if (sack->env && sack->env != op)
1056 {
1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 return 1;
1059 }
1060
1061 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED])
1063 {
1064 if (op->container == sack)
1065 {
1066 // open on ground or inv, so close
1067 op->close_container ();
1068 return 1;
1069 }
1070 else if (!sack->env)
1071 {
1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1075 }
1076
1077 // fall through to opening it (active in inv)
1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1082 op->close_container ();
1083 sack->flag [FLAG_APPLIED] = 1;
1084 esrv_update_item (UPD_FLAGS, op, sack);
1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1086 return 1;
1087 }
1088
1089 // it's locked?
1090 if (sack->slaying)
1091 {
1092 if (object *tmp = find_key (op, op, sack))
1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1094 else
1095 {
1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1097 return 1;
1098 }
1099 }
1100
1101 op->open_container (sack);
1102
1103 return 1;
1104 }
1105
1106 /**
1107 * Handles dropping things on altar.
1108 * Returns true if sacrifice was accepted.
1109 */
1110 static int
1111 apply_altar (object *altar, object *sacrifice, object *originator)
1112 {
1113 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0;
1116
1117 if (operate_altar (altar, &sacrifice))
1118 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly.
1122 */
1123 if (altar->inv && altar->inv->type == SPELL)
1124 {
1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1127 /* If it is connected, push the button. Fixes some problems with
1128 * old maps.
1129 */
1130
1131 /* push_button (altar);*/
1132 }
1133 else
1134 {
1135 altar->value = 1; /* works only once */
1136 push_button (altar);
1137 }
1138
1139 return !sacrifice;
1140 }
1141 else
1142 return 0;
1143 }
1144
1145 /**
1146 * Handles 'movement' of shop mats.
1147 * Returns 1 if 'op' was destroyed, 0 if not.
1148 * Largely re-written to not use nearly as many gotos, plus
1149 * some of this code just looked plain out of date.
1150 * MSW 2001-08-29
1151 */
1152 int
1153 apply_shop_mat (object *shop_mat, object *op)
1154 {
1155 int rv = 0;
1156 double opinion;
1157 object *tmp, *next;
1158
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1172 if (op->type != PLAYER)
1173 {
1174 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in
1176 * the shop.
1177 */
1178 for (tmp = op->inv; tmp; tmp = next)
1179 {
1180 next = tmp->below;
1181
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185
1186 tmp->remove ();
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 }
1196 }
1197
1198 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK))
1200 return 0;
1201
1202 /* unpaid objects, or non living objects, can't transfer by
1203 * shop mats. Instead, put it on a nearby space.
1204 */
1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1206 {
1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209
1210 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212
1213 return 0;
1214 }
1215 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine.
1217 */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219 }
1220 else if (can_pay (op) && get_payment (op))
1221 {
1222 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op);
1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1232 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor.
1237 */
1238 else if (!rv && !is_in_shop (op))
1239 {
1240 opinion = shopkeeper_approval (op->map, op);
1241
1242 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1246 : "The shopkeeper glares at you with contempt."
1247 );
1248 }
1249 }
1250 else
1251 {
1252 /* if we get here, a player tried to leave a shop but was not able
1253 * to afford the items he has. We try to move the player so that
1254 * they are not on the mat anymore
1255 */
1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1257
1258 if (i == -1)
1259 LOG (llevError, "Internal shop-mat problem.\n");
1260 else
1261 {
1262 op->remove ();
1263 op->x += freearr_x[i];
1264 op->y += freearr_y[i];
1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 }
1267 }
1268
1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1270 return rv;
1271 }
1272
1273 /**
1274 * Handles applying a sign.
1275 */
1276 static void
1277 apply_sign (object *op, object *sign, int autoapply)
1278 {
1279 readable_message_type *msgType;
1280
1281 if (!sign->msg)
1282 {
1283 op->statusmsg ("Nothing is written on it.");
1284 return;
1285 }
1286
1287 if (sign->stats.food)
1288 {
1289 if (sign->last_eat >= sign->stats.food)
1290 {
1291 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore.");
1293
1294 return;
1295 }
1296
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1298 sign->last_eat++;
1299 }
1300
1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1302 * No way to know for sure. The presumption is basically that if
1303 * move_on is zero, it needs to be manually applied (doesn't talk
1304 * to us).
1305 */
1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1307 {
1308 op->failmsg ("You are unable to read while blind!");
1309 return;
1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1316
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1321 msgType = get_readable_message_type (sign);
1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 }
1326 }
1327
1328 /**
1329 * 'victim' moves onto 'trap'
1330 * 'victim' leaves 'trap'
1331 * effect is determined by move_on/move_off of trap and move_type of victime.
1332 *
1333 * originator: Player, monster or other object that caused 'victim' to move
1334 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1335 * However, some types of traps require an originator to function.
1336 */
1337 void
1338 move_apply (object *trap, object *victim, object *originator)
1339 {
1340 static int recursion_depth = 0;
1341
1342 /* Only exits affect DMs. */
1343 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1344 return;
1345
1346 /* move_apply() is the most likely candidate for causing unwanted and
1347 * possibly unlimited recursion.
1348 */
1349 /* The following was changed because it was causing perfeclty correct
1350 * maps to fail. 1) it's not an error to recurse:
1351 * rune detonates, summoning monster. monster lands on nearby rune.
1352 * nearby rune detonates. This sort of recursion is expected and
1353 * proper. This code was causing needless crashes.
1354 */
1355 if (recursion_depth >= 500)
1356 {
1357 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1358 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1359 return;
1360 }
1361
1362 recursion_depth++;
1363 if (trap->head)
1364 trap = trap->head;
1365
1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1367 goto leave;
1368
1369 switch (trap->type)
1370 {
1371 case PLAYERMOVER:
1372 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1373 {
1374 if (!trap->stats.maxsp)
1375 trap->stats.maxsp = 2;
1376
1377 /* Is this correct? From the docs, it doesn't look like it
1378 * should be divided by trap->speed
1379 */
1380 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1381
1382 /* Just put in some sanity check. I think there is a bug in the
1383 * above with some objects have zero speed, and thus the player
1384 * getting permanently paralyzed.
1385 */
1386 if (victim->speed_left < -50.f)
1387 victim->speed_left = -50.f;
1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1389 }
1390 goto leave;
1391
1392 case SPINNER:
1393 if (victim->direction)
1394 {
1395 victim->direction = absdir (victim->direction - trap->stats.sp);
1396 update_turn_face (victim);
1397 }
1398 goto leave;
1399
1400 case DIRECTOR:
1401 if (victim->direction && !should_director_abort (trap, victim))
1402 {
1403 victim->direction = trap->stats.sp;
1404 update_turn_face (victim);
1405 }
1406 goto leave;
1407
1408 case BUTTON:
1409 case PEDESTAL:
1410 update_button (trap);
1411 goto leave;
1412
1413 case ALTAR:
1414 /* sacrifice victim on trap */
1415 apply_altar (trap, victim, originator);
1416 goto leave;
1417
1418 case THROWN_OBJ:
1419 if (trap->inv == NULL)
1420 goto leave;
1421 /* fallthrough */
1422
1423 case ARROW:
1424 /* bad bug: monster throw a object, make a step forwards, step on object ,
1425 * trigger this here and get hit by own missile - and will be own enemy.
1426 * Victim then is his own enemy and will start to kill herself (this is
1427 * removed) but we have not synced victim and his missile. To avoid senseless
1428 * action, we avoid hits here
1429 */
1430 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1431 hit_with_arrow (trap, victim);
1432 goto leave;
1433
1434 case SPELL_EFFECT:
1435 apply_spell_effect (trap, victim);
1436 goto leave;
1437
1438 case TRAPDOOR:
1439 {
1440 int max, sound_was_played;
1441 object *ab, *ab_next;
1442
1443 if (!trap->value)
1444 {
1445 int tot;
1446
1447 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450
1451 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 goto leave;
1453
1454 SET_ANIMATION (trap, trap->value);
1455 update_object (trap, UP_OBJ_FACE);
1456 }
1457
1458 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1459 {
1460 /* need to set this up, since if we do transfer the object,
1461 * ab->above would be bogus
1462 */
1463 ab_next = ab->above;
1464
1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1466 {
1467 if (!sound_was_played)
1468 {
1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1470 sound_was_played = 1;
1471 }
1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1475 }
1476 }
1477 goto leave;
1478 }
1479
1480 case CONVERTER:
1481 if (convert_item (victim, trap) < 0)
1482 {
1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1484 get_archetype ("burnout")->insert_at (trap, trap);
1485 }
1486
1487 goto leave;
1488
1489 case TRIGGER_BUTTON:
1490 case TRIGGER_PEDESTAL:
1491 case TRIGGER_ALTAR:
1492 check_trigger (trap, victim);
1493 goto leave;
1494
1495 case DEEP_SWAMP:
1496 walk_on_deep_swamp (trap, victim);
1497 goto leave;
1498
1499 case CHECK_INV:
1500 check_inv (victim, trap);
1501 goto leave;
1502
1503 case HOLE:
1504 /* Hole not open? */
1505 if (trap->stats.wc > 0)
1506 goto leave;
1507
1508 /* Is this a multipart monster and not the head? If so, return.
1509 * Processing will happen if the head runs into the pit
1510 */
1511 if (victim->head)
1512 goto leave;
1513
1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1517 goto leave;
1518
1519 case EXIT:
1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1521 {
1522 /* Basically, don't show exits leading to random maps the
1523 * players output.
1524 */
1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER:
1533 /* may be some leftovers on this */
1534 goto leave;
1535
1536 case SHOP_MAT:
1537 apply_shop_mat (trap, victim);
1538 goto leave;
1539
1540 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator);
1543 goto leave;
1544
1545 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */
1548
1549 apply_sign (victim, trap, 1);
1550 goto leave;
1551
1552 case CONTAINER:
1553 apply_container (victim, trap);
1554 goto leave;
1555
1556 case RUNE:
1557 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim);
1560 goto leave;
1561
1562 default:
1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1565 goto leave;
1566 }
1567
1568 leave:
1569 recursion_depth--;
1570 }
1571
1572 /**
1573 * Handles reading a regular (ie not containing a spell) book.
1574 */
1575 static void
1576 apply_book (object *op, object *tmp)
1577 {
1578 int lev_diff;
1579 object *skill_ob;
1580
1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1582 {
1583 op->failmsg ("You are unable to read while blind!");
1584 return;
1585 }
1586
1587 if (!tmp->msg)
1588 {
1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1590 return;
1591 }
1592
1593 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill);
1595 if (!skill_ob)
1596 {
1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1598 return;
1599 }
1600
1601 lev_diff = tmp->level - (skill_ob->level + 5);
1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1603 {
1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension.");
1610 return;
1611 }
1612
1613 readable_message_type *msgType = get_readable_message_type (tmp);
1614
1615 if (player *pl = op->contr)
1616 if (client *ns = pl->ns)
1617 if (ns->can_msg)
1618 {
1619 dynbuf_text buf;
1620 buf << long_desc (tmp, op)
1621 << "\n\n"
1622 << tmp->msg
1623 << '\0';
1624 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1625 }
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631
1632 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1639 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641
1642 /* If in a container, update how it looks */
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 }
1648
1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 }
1652 }
1653
1654 /**
1655 * Handles the applying of a skill scroll, calling learn_skill straight.
1656 * op is the person learning the skill, tmp is the skill scroll object
1657 */
1658 static void
1659 apply_skillscroll (object *op, object *tmp)
1660 {
1661 switch (learn_skill (op, tmp))
1662 {
1663 case 0:
1664 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break;
1667
1668 case 1:
1669 decrease_ob (tmp);
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break;
1673
1674 default:
1675 decrease_ob (tmp);
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break;
1679 }
1680 }
1681
1682 /**
1683 * Actually makes op learn spell.
1684 * Informs player of what happens.
1685 */
1686 void
1687 do_learn_spell (object *op, object *spell, int special_prayer)
1688 {
1689 object *tmp;
1690
1691 if (op->type != PLAYER)
1692 {
1693 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694 return;
1695 }
1696
1697 /* Upgrade special prayers to normal prayers */
1698 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699 {
1700 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701 {
1702 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703 return;
1704 }
1705 return;
1706 }
1707
1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1710 tmp = spell->clone ();
1711 insert_ob_in_ob (tmp, op);
1712
1713 if (special_prayer)
1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715
1716 esrv_add_spells (op->contr, tmp);
1717 }
1718
1719 /**
1720 * Erases spell from player's inventory.
1721 */
1722 void
1723 do_forget_spell (object *op, const char *spell)
1724 {
1725 object *spob;
1726
1727 if (op->type != PLAYER)
1728 {
1729 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730 return;
1731 }
1732 if ((spob = check_spell_known (op, spell)) == NULL)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735 return;
1736 }
1737
1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 player_unready_range_ob (op->contr, spob);
1740 esrv_remove_spell (op->contr, spob);
1741 spob->destroy ();
1742 }
1743
1744 /**
1745 * Handles player applying a spellbook.
1746 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747 * stuff like that. Random learning failure too.
1748 */
1749 static void
1750 apply_spellbook (object *op, object *tmp)
1751 {
1752 object *skop, *spell, *spell_skill;
1753
1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755 {
1756 op->failmsg ("You are unable to read while blind.");
1757 return;
1758 }
1759
1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1761 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks
1763 */
1764 if (tmp->slaying)
1765 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767 if (!spell)
1768 {
1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 return;
1771 }
1772 else
1773 insert_ob_in_ob (spell, tmp);
1774
1775 tmp->slaying = 0;
1776 }
1777
1778 skop = find_skill_by_name (op, tmp->skill);
1779
1780 /* need a literacy skill to learn spells. Also, having a literacy level
1781 * lower than the spell will make learning the spell more difficult */
1782 if (!skop)
1783 {
1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 return;
1786 }
1787
1788 spell = tmp->inv;
1789
1790 if (!spell)
1791 {
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return;
1795 }
1796
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 return;
1801 }
1802
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 decrease_ob (tmp);
1877 }
1878
1879 /**
1880 * Handles applying a spell scroll.
1881 */
1882 void
1883 apply_scroll (object *op, object *tmp, int dir)
1884 {
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp);
1926 }
1927
1928 /**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933 static void
1934 apply_treasure (object *op, object *tmp)
1935 {
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp);
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp);
1974 }
1975
1976 /**
1977 * op eats food.
1978 * If player, takes care of messages and dragon special food.
1979 */
1980 static void
1981 apply_food (object *op, object *tmp)
1982 {
1983 int capacity_remaining;
1984
1985 if (op->type != PLAYER)
1986 op->stats.hp = op->stats.maxhp;
1987 else
1988 {
1989 /* check if this is a dragon (player), eating some flesh */
1990 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 ;
1992 else
1993 {
1994 /* usual case - no dragon meal: */
1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
1997 if (tmp->type == FOOD || tmp->type == FLESH)
1998 op->failmsg ("You feel full, but what a waste of food!");
1999 else
2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 }
2002
2003 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2004 {
2005 const char *buf;
2006
2007 if (!is_dragon_pl (op))
2008 {
2009 /* eating message for normal players */
2010 if (tmp->type == DRINK)
2011 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2012 else
2013 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2014 }
2015 else
2016 /* eating message for dragon players */
2017 buf = format ("The %s tasted terrible!", &tmp->name);
2018
2019 op->statusmsg (buf);
2020
2021 capacity_remaining = 999 - op->stats.food;
2022 op->stats.food += tmp->stats.food;
2023 if (capacity_remaining < tmp->stats.food)
2024 op->stats.hp += capacity_remaining / 50;
2025 else
2026 op->stats.hp += tmp->stats.food / 50;
2027
2028 if (op->stats.hp > op->stats.maxhp)
2029 op->stats.hp = op->stats.maxhp;
2030 if (op->stats.food > 999)
2031 op->stats.food = 999;
2032 }
2033
2034 /* special food hack -b.t. */
2035 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2036 eat_special_food (op, tmp);
2037 }
2038 }
2039
2040 handle_apply_yield (tmp);
2041 decrease_ob (tmp);
2042 }
2043
2044 /**
2045 * A dragon is eating some flesh. If the flesh contains resistances,
2046 * there is a chance for the dragon's skin to get improved.
2047 *
2048 * attributes:
2049 * object *op the object (dragon player) eating the flesh
2050 * object *meal the flesh item, getting chewed in dragon's mouth
2051 * return:
2052 * int 1 if eating successful, 0 if it doesn't work
2053 */
2054 int
2055 dragon_eat_flesh (object *op, object *meal)
2056 {
2057 object *skin = NULL; /* pointer to dragon skin force */
2058 object *abil = NULL; /* pointer to dragon ability force */
2059 object *tmp = NULL; /* tmp. object */
2060
2061 double chance; /* improvement-chance of one resistance type */
2062 double totalchance = 1; /* total chance of gaining one resistance */
2063 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064 double mbonus = 0; /* monster bonus */
2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2066 int winners = 0; /* number of winners */
2067 int i; /* index */
2068
2069 /* let's make sure and doublecheck the parameters */
2070 if (meal->type != FLESH || !is_dragon_pl (op))
2071 return 0;
2072
2073 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2074 from the player's inventory */
2075 for (tmp = op->inv; tmp; tmp = tmp->below)
2076 if (tmp->type == FORCE)
2077 if (tmp->arch->archname == shstr_dragon_skin_force)
2078 skin = tmp;
2079 else if (tmp->arch->archname == shstr_dragon_ability_force)
2080 abil = tmp;
2081
2082 /* if either skin or ability are missing, this is an old player
2083 which is not to be considered a dragon -> bail out */
2084 if (skin == NULL || abil == NULL)
2085 return 0;
2086
2087 /* now start by filling stomache and health, according to food-value */
2088 if ((999 - op->stats.food) < meal->stats.food)
2089 op->stats.hp += (999 - op->stats.food) / 50;
2090 else
2091 op->stats.hp += meal->stats.food / 50;
2092
2093 if (op->stats.hp > op->stats.maxhp)
2094 op->stats.hp = op->stats.maxhp;
2095
2096 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2097
2098 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2099
2100 /* on to the interesting part: chances for adding resistance */
2101 for (i = 0; i < NROFATTACKS; i++)
2102 {
2103 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2104 {
2105 /* got positive resistance, now calculate improvement chance (0-100) */
2106
2107 /* this bonus makes resistance increase easier at lower levels */
2108 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2109 if (i == abil->stats.exp)
2110 bonus += 5; /* additional bonus for resistance of ability-focus */
2111
2112 /* monster bonus increases with level, because high-level
2113 flesh is too rare */
2114 mbonus = op->level * 20. / ((double) settings.max_level);
2115
2116 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2117 ((double) settings.max_level)) - skin->resist[i];
2118
2119 if (chance >= 0.)
2120 chance += 1.;
2121 else
2122 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2123
2124 /* chance is proportional to amount of resistance (max. 50) */
2125 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2126
2127 /* doubled chance for resistance of ability-focus */
2128 if (i == abil->stats.exp)
2129 chance = MIN (100., chance * 2.);
2130
2131 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2132 if (rndm (10000) < (unsigned int) (chance * 100))
2133 {
2134 atnr_winner[winners] = i;
2135 winners++;
2136 }
2137
2138 if (chance >= 0.01)
2139 totalchance *= 1 - chance / 100;
2140
2141 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2142 }
2143 }
2144
2145 /* inverse totalchance as until now we have the failure-chance */
2146 totalchance = 100 - totalchance * 100;
2147
2148 /* print message according to totalchance */
2149 const char *buf;
2150 if (totalchance > 50.)
2151 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2152 else if (totalchance > 10.)
2153 buf = format ("The %s tasted very good.", &meal->name);
2154 else if (totalchance > 1.)
2155 buf = format ("The %s tasted good.", &meal->name);
2156 else if (totalchance > 0.1)
2157 buf = format ("The %s tasted bland.", &meal->name);
2158 else if (totalchance >= 0.01)
2159 buf = format ("The %s had a boring taste.", &meal->name);
2160 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2161 buf = format ("The %s tasted strange.", &meal->name);
2162 else
2163 buf = format ("The %s had no taste.", &meal->name);
2164
2165 op->statusmsg (buf);
2166
2167 /* now choose a winner if we have any */
2168 i = -1;
2169 if (winners > 0)
2170 i = atnr_winner[RANDOM () % winners];
2171
2172 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2173 {
2174 /* resistance increased! */
2175 skin->resist[i]++;
2176 op->update_stats ();
2177
2178 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2179 }
2180
2181 /* if this flesh contains a new ability focus, we mark it
2182 into the ability_force and it will take effect on next level */
2183 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2184 {
2185 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2186
2187 if (meal->last_eat != abil->stats.exp)
2188 op->statusmsg (format (
2189 "Your metabolism prepares to focus on %s!\n"
2190 "The change will happen at level %d.",
2191 change_resist_msg[meal->last_eat],
2192 abil->level + 1
2193 ));
2194 else
2195 {
2196 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2197 abil->last_eat = 0;
2198 }
2199 }
2200
2201 return 1;
2202 }
2203
2204 /**
2205 * Handles applying an improve armor scroll.
2206 * Does some sanity checks, then calls improve_armour.
2207 */
2208 static void
2209 apply_armour_improver (object *op, object *tmp)
2210 {
2211 object *armor;
2212
2213 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2214 {
2215 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2216 return;
2217 }
2218
2219 armor = find_marked_object (op);
2220
2221 if (!armor)
2222 {
2223 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2224 return;
2225 }
2226
2227 if (armor->type != ARMOUR
2228 && armor->type != CLOAK
2229 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2230 {
2231 op->failmsg ("Your marked item is not armour!\n");
2232 return;
2233 }
2234
2235 op->statusmsg ("Applying armour enchantment.");
2236 improve_armour (op, tmp, armor);
2237 }
2238
2239 extern void
2240 apply_poison (object *op, object *tmp)
2241 {
2242 if (op->type == PLAYER)
2243 {
2244 op->contr->play_sound (sound_find ("drink_poison"));
2245 op->failmsg ("Yech! That tasted poisonous!");
2246 strcpy (op->contr->killer, "poisonous booze");
2247 }
2248
2249 if (tmp->stats.hp > 0)
2250 {
2251 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2252 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2253 }
2254
2255 op->stats.food -= op->stats.food / 4;
2256 handle_apply_yield (tmp);
2257 decrease_ob (tmp);
2258 }
2259
2260 /**
2261 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2262 * A valid 2 way exit means:
2263 * -You can come back (there is another exit at the other side)
2264 * -You are
2265 * ° the owner of the exit
2266 * ° or in the same party as the owner
2267 *
2268 * Note: a owner in a 2 way exit is saved as the owner's name
2269 * in the field exit->name cause the field exit->owner doesn't
2270 * survive in the swapping (in fact the whole exit doesn't survive).
2271 */
2272 int
2273 is_legal_2ways_exit (object *op, object *exit)
2274 {
2275 if (exit->stats.exp != 1)
2276 return 1; /*This is not a 2 way, so it is legal */
2277
2278 #if 0 //TODO
2279 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2280 return 0; /* This is a reset town portal */
2281 #endif
2282
2283 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2284
2285 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2286
2287 if (exitmap)
2288 {
2289 exitmap->load_sync ();
2290
2291 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2292
2293 if (!tmp)
2294 return 0;
2295
2296 for (; tmp; tmp = tmp->above)
2297 {
2298 if (tmp->type != EXIT)
2299 continue; /*Not an exit */
2300
2301 if (!EXIT_PATH (tmp))
2302 continue; /*Not a valid exit */
2303
2304 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2305 continue; /*Not in the same place */
2306
2307 if (exit->map->path != EXIT_PATH (tmp))
2308 continue; /*Not in the same map */
2309
2310 /* From here we have found the exit is valid. However we do
2311 * here the check of the exit owner. It is important for the
2312 * town portals to prevent strangers from visiting your appartments
2313 */
2314 if (!exit->race)
2315 return 1; /*No owner, free for all! */
2316
2317 object *exit_owner = 0;
2318
2319 for_all_players (pp)
2320 {
2321 if (!pp->ob)
2322 continue;
2323
2324 if (pp->ob->name != exit->race)
2325 continue;
2326
2327 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2328 break;
2329 }
2330
2331 if (!exit_owner)
2332 return 0; /* No more owner */
2333
2334 if (exit_owner->contr == op->contr)
2335 return 1; /*It is your exit */
2336
2337 if (exit_owner && /*There is a owner */
2338 (op->contr) && /*A player tries to pass */
2339 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2340 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2341 return 0;
2342
2343 return 1;
2344 }
2345 }
2346
2347 return 0;
2348 }
2349
2350 /**
2351 * Main apply handler.
2352 *
2353 * Checks for unpaid items before applying.
2354 *
2355 * Return value:
2356 * 0: player or monster can't apply objects of that type
2357 * 1: has been applied, or there was an error applying the object
2358 * 2: objects of that type can't be applied if not in inventory
2359 *
2360 * op is the object that is causing object to be applied, tmp is the object
2361 * being applied.
2362 *
2363 * aflag is special (always apply/unapply) flags. Nothing is done with
2364 * them in this function - they are passed to apply_special
2365 */
2366 int
2367 manual_apply (object *op, object *tmp, int aflag)
2368 {
2369 if (tmp->head)
2370 tmp = tmp->head;
2371
2372 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2373 {
2374 if (op->type == PLAYER)
2375 {
2376 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2377 return 1;
2378 }
2379 else
2380 return 0; /* monsters just skip unpaid items */
2381 }
2382
2383 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2384 return RESULT_INT (0);
2385
2386 switch (tmp->type)
2387 {
2388 case CF_HANDLE:
2389 op->play_sound (sound_find ("turn_handle"));
2390 op->statusmsg ("You turn the handle.");
2391 tmp->value = tmp->value ? 0 : 1;
2392 SET_ANIMATION (tmp, tmp->value);
2393 update_object (tmp, UP_OBJ_FACE);
2394 push_button (tmp);
2395 return 1;
2396
2397 case TRIGGER:
2398 if (check_trigger (tmp, op))
2399 {
2400 op->statusmsg ("You turn the handle.");
2401 op->play_sound (sound_find ("turn_handle"));
2402 }
2403 else
2404 op->failmsg ("The handle doesn't move.");
2405
2406 return 1;
2407
2408 case EXIT:
2409 if (op->type != PLAYER)
2410 return 0;
2411
2412 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2413 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2414 else
2415 {
2416 /* Don't display messages for random maps. */
2417 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2418 op->statusmsg (tmp->msg, NDI_NAVY);
2419
2420 op->enter_exit (tmp);
2421 }
2422
2423 return 1;
2424
2425 case INSCRIBABLE:
2426 op->statusmsg (tmp->msg);
2427 // maybe show a spell menu to chose from or something like that
2428 return 1;
2429
2430 case SIGN:
2431 apply_sign (op, tmp, 0);
2432 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER)
2436 {
2437 apply_book (op, tmp);
2438 return 1;
2439 }
2440 else
2441 return 0;
2442
2443 case SKILLSCROLL:
2444 if (op->type == PLAYER)
2445 {
2446 apply_skillscroll (op, tmp);
2447 return 1;
2448 }
2449 else
2450 return 0;
2451
2452 case SPELLBOOK:
2453 if (op->type == PLAYER)
2454 {
2455 apply_spellbook (op, tmp);
2456 return 1;
2457 }
2458 else
2459 return 0;
2460
2461 case SCROLL:
2462 apply_scroll (op, tmp, 0);
2463 return 1;
2464
2465 case POTION:
2466 apply_potion (op, tmp);
2467 return 1;
2468
2469 /* Eneq(@csd.uu.se): Handle apply on containers. */
2470 //TODO: remove, as it is unsed?
2471 case CLOSE_CON:
2472 apply_container (op, tmp->env);
2473 return 1;
2474
2475 case CONTAINER:
2476 apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER)
2481 {
2482 apply_treasure (op, tmp);
2483 return 1;
2484 }
2485 else
2486 return 0;
2487
2488 case WEAPON:
2489 case ARMOUR:
2490 case BOOTS:
2491 case GLOVES:
2492 case AMULET:
2493 case GIRDLE:
2494 case BRACERS:
2495 case SHIELD:
2496 case HELMET:
2497 case RING:
2498 case CLOAK:
2499 case WAND:
2500 case ROD:
2501 case HORN:
2502 case SKILL:
2503 case BOW:
2504 case LAMP:
2505 case BUILDER:
2506 case SKILL_TOOL:
2507 if (tmp->env != op)
2508 return 2; /* not in inventory */
2509
2510 apply_special (op, tmp, aflag);
2511 return 1;
2512
2513 case DRINK:
2514 case FOOD:
2515 case FLESH:
2516 apply_food (op, tmp);
2517 return 1;
2518
2519 case POISON:
2520 apply_poison (op, tmp);
2521 return 1;
2522
2523 case SAVEBED:
2524 return 1;
2525
2526 case ARMOUR_IMPROVER:
2527 if (op->type == PLAYER)
2528 {
2529 apply_armour_improver (op, tmp);
2530 return 1;
2531 }
2532 else
2533 return 0;
2534
2535 case WEAPON_IMPROVER:
2536 check_improve_weapon (op, tmp);
2537 return 1;
2538
2539 case CLOCK:
2540 if (op->type == PLAYER)
2541 {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod (&tod);
2546 op->play_sound (sound_find ("sound_clock"));
2547 op->statusmsg (format (
2548 "It is %d minute%s past %d o'clock %s",
2549 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2550 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2551 ));
2552 return 1;
2553 }
2554 else
2555 return 0;
2556
2557 case MENU:
2558 if (op->type == PLAYER)
2559 {
2560 shop_listing (tmp, op);
2561 return 1;
2562 }
2563 else
2564 return 0;
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal (op, tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER)
2572 {
2573 apply_lighter (op, tmp);
2574 return 1;
2575 }
2576 else
2577 return 0;
2578
2579 case ITEM_TRANSFORMER:
2580 apply_item_transformer (op, tmp);
2581 return 1;
2582
2583 default:
2584 return 0;
2585 }
2586 }
2587
2588
2589 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2590 * messages as needed by player_apply_below(). But there can still be
2591 * "but you are floating high above the ground" messages.
2592 *
2593 * Same return value as apply() function.
2594 */
2595 int
2596 player_apply (object *pl, object *op, int aflag, int quiet)
2597 {
2598 int tmp;
2599
2600 if (op->env && (pl->move_type & MOVE_FLYING))
2601 {
2602 /* player is flying and applying object not in inventory */
2603 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2604 {
2605 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2606 return 0;
2607 }
2608 }
2609
2610 pl->contr->last_used = op;
2611
2612 tmp = manual_apply (pl, op, aflag);
2613 if (!quiet)
2614 {
2615 if (tmp == 0)
2616 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2617 else if (tmp == 2)
2618 op->failmsg ("You must get it first!\n");
2619 }
2620
2621 return tmp;
2622 }
2623
2624 /**
2625 * player_apply_below attempts to apply the object 'below' the player.
2626 * If the player has an open container, we use that for below, otherwise
2627 * we use the ground.
2628 */
2629 void
2630 player_apply_below (object *pl)
2631 {
2632 int floors = 0;
2633
2634 /* If using a container, set the starting item to be the top
2635 * item in the container. Otherwise, use the map.
2636 * This is perhaps more complicated. However, I want to make sure that
2637 * we don't use a corrupt pointer for the next object, so we get the
2638 * next object in the stack before applying. This is can only be a
2639 * problem if player_apply() has a bug in that it uses the object but does
2640 * not return a proper value.
2641 */
2642 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2643 {
2644 next = tmp->below;
2645
2646 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2647 floors++;
2648 else if (floors > 0)
2649 return; /* process only floor objects after first floor object */
2650
2651 /* If it is visible, player can apply it. If it is applied by
2652 * person moving on it, also activate. Added code to make it
2653 * so that at least one of players movement types be that which
2654 * the item needs.
2655 */
2656 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2657 {
2658 if (player_apply (pl, tmp, 0, 1) == 1)
2659 return;
2660 }
2661 if (floors >= 2)
2662 return; /* process at most two floor objects */
2663 }
2664 }
2665
2666 /**
2667 * Unapplies specified item.
2668 * No check done on cursed/damned.
2669 * Break this out of apply_special - this is just done
2670 * to keep the size of apply_special to a more managable size.
2671 */
2672 static int
2673 unapply_special (object *who, object *op, int aflags)
2674 {
2675 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2677 return RESULT_INT (0);
2678
2679 CLEAR_FLAG (op, FLAG_APPLIED);
2680
2681 switch (op->type)
2682 {
2683 case SKILL_TOOL:
2684 // unapplying a skill tool should also unapply the skill it governs
2685 // but this is hard, as it shouldn't do so when the skill can
2686 // be used for other reasons
2687 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->skill == op->skill
2689 && tmp->type == SKILL
2690 && tmp->flag [FLAG_APPLIED]
2691 && !tmp->flag [FLAG_CAN_USE_SKILL])
2692 unapply_special (who, tmp, 0);
2693
2694 change_abil (who, op);
2695 break;
2696
2697 case WEAPON:
2698 if (player *pl = who->contr)
2699 if (op == pl->combat_ob)
2700 {
2701 pl->combat_ob = 0;
2702 who->change_weapon (pl->ranged_ob);
2703 }
2704
2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2706
2707 change_abil (who, op);
2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2709 break;
2710
2711 case SKILL:
2712 if (who->contr)
2713 {
2714 if (!op->invisible)
2715 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2716 else
2717 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2718 }
2719
2720 change_abil (who, op);
2721 CLEAR_FLAG (who, FLAG_READY_SKILL);
2722 break;
2723
2724 case ARMOUR:
2725 case HELMET:
2726 case SHIELD:
2727 case RING:
2728 case BOOTS:
2729 case GLOVES:
2730 case AMULET:
2731 case GIRDLE:
2732 case BRACERS:
2733 case CLOAK:
2734 who->statusmsg (format ("You unwear %s.", query_name (op)));
2735 change_abil (who, op);
2736 break;
2737
2738 case LAMP:
2739 {
2740 who->statusmsg (format ("You turn off your %s.", &op->name));
2741
2742 object *tmp2 = arch_to_object (op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2750
2751 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2752 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2753
2754 if (who->contr)
2755 esrv_del_item (who->contr, op->count);
2756
2757 op->destroy ();
2758 insert_ob_in_ob (tmp2, who);
2759 who->update_stats ();
2760
2761 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2762 {
2763 if (who->contr)
2764 {
2765 who->failmsg ("Oops, it feels deadly cold!");
2766 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2767 }
2768 }
2769
2770 if (who->contr)
2771 esrv_send_item (who, tmp2);
2772 }
2773
2774 return 1; /* otherwise, an attempt to drop causes problems */
2775
2776 case BOW:
2777 case WAND:
2778 case ROD:
2779 case HORN:
2780 if (player *pl = who->contr)
2781 {
2782 if (op == pl->ranged_ob)
2783 {
2784 pl->ranged_ob = 0;
2785 who->change_weapon (pl->combat_ob);
2786 }
2787
2788 who->statusmsg (format ("You unready %s.", query_name (op)));
2789 }
2790 else
2791 {
2792 who->change_skill (0);
2793
2794 if (op->type == BOW)
2795 CLEAR_FLAG (who, FLAG_READY_BOW);
2796 else
2797 CLEAR_FLAG (who, FLAG_READY_RANGE);
2798 }
2799
2800 break;
2801
2802 case BUILDER:
2803 if (who->contr)
2804 who->statusmsg (format ("You unready %s.", query_name (op)));
2805 break;
2806
2807 default:
2808 who->statusmsg (format ("You unapply %s.", query_name (op)));
2809 break;
2810 }
2811
2812 who->update_stats ();
2813
2814 if (!(aflags & AP_NO_MERGE))
2815 {
2816 object *tmp = merge_ob (op, 0);
2817
2818 if (who->contr)
2819 {
2820 if (tmp)
2821 { /* it was merged */
2822 esrv_del_item (who->contr, op->count);
2823 op = tmp;
2824 }
2825
2826 esrv_send_item (who, op);
2827 }
2828 }
2829
2830 return 0;
2831 }
2832
2833 /**
2834 * Returns the object that is using location 'loc'.
2835 * Note that 'start' is the first object to start examing - we
2836 * then go through the below of this. In this way, you can do
2837 * something like:
2838 * tmp = get_next_item_from_body_location(who->inv, 1);
2839 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2840 * to find the second object that may use this location, etc.
2841 * Returns NULL if no match is found.
2842 * loc is the index into the array we are looking for a match.
2843 * don't return invisible objects unless they are skill objects
2844 * invisible other objects that use
2845 * up body locations can be used as restrictions.
2846 */
2847 static object *
2848 get_next_item_from_body_location (int loc, object *start)
2849 {
2850 for (object *tmp = start; tmp; tmp = tmp->below)
2851 if (tmp->flag [FLAG_APPLIED]
2852 && tmp->slot[loc].info
2853 && (!tmp->invisible || tmp->type == SKILL))
2854 return tmp;
2855
2856 return 0;
2857 }
2858
2859 /**
2860 * 'op' wants to apply an object, but can't because of other equipment.
2861 * This should only be called when it is known
2862 * that there are objects to unapply. This makes pretty heavy
2863 * use of get_item_from_body_location. It makes no intelligent choice
2864 * on objects - rather, the first that is matched is used.
2865 * Returns 0 on success, returns 1 if there is some problem.
2866 * if aflags is AP_PRINT, we instead print out waht to unapply
2867 * instead of doing it. This is a lot less code than having
2868 * another function that does just that.
2869 */
2870
2871 #define CANNOT_REMOVE_CURSED \
2872 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2873 "Praying over an altar, scrolls of remove curse/damnation, " \
2874 "priests or even other players might help.>"
2875
2876 int
2877 unapply_for_ob (object *who, object *op, int aflags)
2878 {
2879 if (op->is_range ())
2880 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2881 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2883 {
2884 if (aflags & AP_PRINT)
2885 who->failmsg (query_name (tmp));
2886 else
2887 unapply_special (who, tmp, aflags);
2888 }
2889 else
2890 {
2891 /* In this case, we want to try and remove a cursed item.
2892 * While we know it won't work, we want unapply_special to
2893 * at least generate the message.
2894 */
2895 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2896 return 1;
2897 }
2898
2899 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2900 {
2901 /* this used up a slot that we need to free */
2902 if (op->slot[i].info)
2903 {
2904 object *last = who->inv;
2905
2906 /* We do a while loop - may need to remove several items in order
2907 * to free up enough slots.
2908 */
2909 while ((who->slot[i].used + op->slot[i].info) < 0)
2910 {
2911 object *tmp = get_next_item_from_body_location (i, last);
2912
2913 if (!tmp)
2914 {
2915 #if 0
2916 /* Not a bug - we'll get this if the player has cursed items
2917 * equipped.
2918 */
2919 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2920 #endif
2921 return 1;
2922 }
2923
2924 /* If we are just printing, we don't care about cursed status */
2925 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2926 {
2927 if (aflags & AP_PRINT)
2928 who->failmsg (query_name (tmp));
2929 else
2930 unapply_special (who, tmp, aflags);
2931 }
2932 else
2933 {
2934 /* Cursed item that we can't unequip - tell the player.
2935 * Note this could be annoying if this is just one of a few,
2936 * so it may not be critical (eg, putting on a ring and you have
2937 * one cursed ring.)
2938 */
2939 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2940 }
2941
2942 last = tmp->below;
2943 }
2944 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2945 * return in the !tmp would have kicked in.
2946 */
2947 } /* if op is using this body location */
2948 } /* for body lcoations */
2949
2950 return 0;
2951 }
2952
2953 /**
2954 * Checks to see if 'who' can apply object 'op'.
2955 * Returns 0 if apply can be done without anything special.
2956 * Otherwise returns a bitmask - potentially several of these may be
2957 * set, but largely depends on circumstance - in the future, processing
2958 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2959 * is set, do we really care what the other flags may be?)
2960 *
2961 * See include/define.h for detailed description of the meaning of
2962 * these return values.
2963 */
2964 int
2965 can_apply_object (object *who, object *op)
2966 {
2967 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2968 return RESULT_INT (0);
2969
2970 int retval = 0;
2971 object *tmp = 0, *ws = 0;
2972
2973 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2974 {
2975 if (op->slot[i].info)
2976 {
2977 /* Item uses more slots than we have */
2978 if (who->slot[i].info + op->slot [i].info < 0)
2979 {
2980 /* Could return now for efficiency - rest of info below isn't
2981 * really needed.
2982 */
2983 retval |= CAN_APPLY_NEVER;
2984 }
2985 else if (who->slot[i].used + op->slot[i].info < 0)
2986 {
2987 /* in this case, equipping this would use more free spots than
2988 * we have.
2989 */
2990
2991 /* if we have an applied weapon/shield, and unapply it would free
2992 * enough slots to equip the new item, then just set "can
2993 * apply unapply". We don't care about the logic below - if you have a
2994 * shield equipped and try to equip another shield, there is only
2995 * one choice. However, the check for the number of body locations
2996 * does take into the account cases where what is being applied
2997 * may be two handed for example.
2998 */
2999 if (ws)
3000 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3001 {
3002 retval |= CAN_APPLY_UNAPPLY;
3003 continue;
3004 }
3005
3006 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3007 if (!tmp1)
3008 {
3009 #if 0
3010 /* This is sort of an error, but happens a lot when old players
3011 * join in with more stuff equipped than they are now allowed.
3012 */
3013 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3014 #endif
3015 retval |= CAN_APPLY_NEVER;
3016 }
3017 else
3018 {
3019 /* need to unapply something. However, if this something
3020 * is different than we had found before, it means they need
3021 * to apply multiple objects
3022 */
3023 retval |= CAN_APPLY_UNAPPLY;
3024
3025 if (!tmp)
3026 tmp = tmp1;
3027 else if (tmp != tmp1)
3028 retval |= CAN_APPLY_UNAPPLY_MULT;
3029
3030 /* This object isn't using up all the slots, so there must
3031 * be another. If so, and it the new item doesn't need all
3032 * the slots, the player then has a choice.
3033 */
3034 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3035 && abs (op->slot[i].info) < who->slot[i].info)
3036 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3037
3038 /* Does unequippint 'tmp1' free up enough slots for this to be
3039 * equipped? If not, there must be something else to unapply.
3040 */
3041 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3042 retval |= CAN_APPLY_UNAPPLY_MULT;
3043 }
3044 } /* if not enough free slots */
3045 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */
3047
3048 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters,
3051 * because you can't control those just by body location - bows, shields,
3052 * and weapons all use the same slot. Similar for horn/rod/wand - they
3053 * all use the same location.
3054 */
3055 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3056 retval |= CAN_APPLY_RESTRICTION;
3057
3058 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3059 retval |= CAN_APPLY_RESTRICTION;
3060
3061 if (who->type != PLAYER)
3062 {
3063 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065
3066 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3067 retval |= CAN_APPLY_RESTRICTION;
3068
3069 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3070 retval |= CAN_APPLY_RESTRICTION;
3071
3072 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3073 retval |= CAN_APPLY_RESTRICTION;
3074 }
3075
3076 return retval;
3077 }
3078
3079 /**
3080 * who is the object using the object. It can be a monster.
3081 * op is the object they are using. op is an equipment type item,
3082 * eg, one which you put on and keep on for a while, and not something
3083 * like a potion or scroll.
3084 *
3085 * function returns 1 if the action could not be completed, 0 on
3086 * success. However, success is a matter of meaning - if the
3087 * user passes the 'apply' flag to an object already applied,
3088 * nothing is done, and 0 is returned.
3089 *
3090 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3091 * AP_UNAPPLY=always unapply).
3092 *
3093 * Optional flags:
3094 * AP_NO_MERGE: don't merge an unapplied object with other objects
3095 * AP_IGNORE_CURSE: unapply cursed items
3096 * AP_NO_READY: do not ready skills when applying skill tools
3097 *
3098 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3099 *
3100 * apply_special() doesn't check for unpaid items.
3101 */
3102
3103 #define LACK_ITEM_POWER \
3104 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3105
3106 int
3107 apply_special (object *who, object *op, int aflags)
3108 {
3109 int basic_flag = aflags & AP_BASIC_FLAGS;
3110 object *tmp, *tmp2, *skop = NULL;
3111
3112 if (who == NULL)
3113 {
3114 LOG (llevError, "apply_special() from object without environment.\n");
3115 return 1;
3116 }
3117
3118 if (op->env != who)
3119 return 1; /* op is not in inventory */
3120
3121 /* trying to unequip op */
3122 if (QUERY_FLAG (op, FLAG_APPLIED))
3123 {
3124 /* always apply, so no reason to unapply */
3125 if (basic_flag == AP_APPLY)
3126 return 0;
3127
3128 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3129 {
3130 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3131 return 1;
3132 }
3133
3134 return unapply_special (who, op, aflags);
3135 }
3136
3137 if (basic_flag == AP_UNAPPLY)
3138 return 0;
3139
3140 // if the item is combat/ranged, wield the relevant slot first
3141 // to resolve conflicts.
3142 if (player *pl = who->contr)
3143 switch (op->slottype ())
3144 {
3145 case slot_combat: who->change_weapon (pl->combat_ob); break;
3146 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3147 }
3148
3149 splay (op);
3150
3151 /* Can't just apply this object. Lets see what not and what to do */
3152 if (int i = can_apply_object (who, op))
3153 {
3154 if (i & CAN_APPLY_NEVER)
3155 {
3156 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3157 return 1;
3158 }
3159 else if (i & CAN_APPLY_RESTRICTION)
3160 {
3161 who->failmsg (format (
3162 "You have a prohibition against using a %s. "
3163 "H<Your belief, profession or class prevents you from applying this item.>",
3164 query_name (op)
3165 ));
3166 return 1;
3167 }
3168
3169 if (who->type != PLAYER)
3170 {
3171 /* Some error, so don't try to equip something more */
3172 if (unapply_for_ob (who, op, aflags))
3173 return 1;
3174 }
3175 else
3176 {
3177 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3178 {
3179 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3180 unapply_for_ob (who, op, AP_PRINT);
3181 return 1;
3182 }
3183 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3184 if (unapply_for_ob (who, op, aflags))
3185 return 1;
3186 }
3187 }
3188
3189 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3190 {
3191 skop = find_skill_by_name (who, op->skill);
3192
3193 if (!skop)
3194 {
3195 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3196 return 1;
3197 }
3198 else
3199 /* While experience will be credited properly, we want to change the
3200 * skill so that the dam and wc get updated
3201 */
3202 who->change_skill (skop);
3203 }
3204
3205 if (who->type == PLAYER
3206 && op->item_power
3207 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3208 {
3209 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3210 return 1;
3211 }
3212
3213 /* Ok. We are now at the state where we can apply the new object.
3214 * Note that we don't have the checks for can_use_...
3215 * below - that is already taken care of by can_apply_object.
3216 */
3217 if (op->nrof > 1)
3218 tmp = get_split_ob (op, op->nrof - 1);
3219 else
3220 tmp = 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 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 if (who->type == PLAYER)
3309 esrv_del_item (who->contr, op->count);
3310
3311 op->destroy ();
3312
3313 /* insert the portion that was split off */
3314 if (tmp)
3315 {
3316 insert_ob_in_ob (tmp, who);
3317 if (who->type == PLAYER)
3318 esrv_send_item (who, tmp);
3319 }
3320
3321 who->update_stats ();
3322
3323 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3324 if (who->type == PLAYER)
3325 {
3326 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3327 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3328 }
3329
3330 if (who->type == PLAYER)
3331 esrv_send_item (who, tmp2);
3332
3333 return 0;
3334
3335 case SKILL_TOOL:
3336 // applying a skill tool also readies the skill
3337 SET_FLAG (op, FLAG_APPLIED);
3338
3339 if (!(aflags & AP_NO_READY))
3340 {
3341 skop = find_skill_by_name (who, op->skill);
3342 if (!skop->flag [FLAG_APPLIED])
3343 apply_special (who, skop, AP_APPLY);
3344 }
3345 break;
3346
3347 case SKILL:
3348 if (player *pl = who->contr)
3349 {
3350 if (IS_COMBAT_SKILL (op->subtype))
3351 {
3352 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3353 {
3354 for (object *item = who->inv; item; item = item->below)
3355 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3356 {
3357 if (item->skill == op->skill)
3358 {
3359 who->change_weapon (pl->combat_ob = item);
3360 goto found_weapon;
3361 }
3362 }
3363
3364 who->failmsg (format (
3365 "You need to apply a '%s' melee weapon before readying this skill. "
3366 "H<Some skills need an item, in this case a melee weapon, to function.>",
3367 &op->skill
3368 ));
3369 return 1;
3370
3371 found_weapon:;
3372 }
3373 else
3374 who->change_weapon (pl->combat_ob = op);
3375 }
3376 else if (IS_RANGED_SKILL (op->subtype))
3377 {
3378 if (skill_flags [op->subtype] & SF_NEED_BOW)
3379 {
3380 for (object *item = who->inv; item; item = item->below)
3381 if (item->type == BOW && item->flag [FLAG_APPLIED])
3382 {
3383 //TODO: bows should/must all have skill missile weapon right now
3384 who->change_weapon (pl->ranged_ob = item);
3385 goto found_bow;
3386 }
3387
3388 who->failmsg (
3389 "You need to apply a missile weapon before readying this skill. "
3390 "H<Some skills need an item, in this case a missile weapon, to function.>"
3391 );
3392 return 1;
3393
3394 found_bow:;
3395 }
3396 else
3397 who->change_weapon (pl->ranged_ob = op);
3398 }
3399
3400 if (!op->invisible)
3401 {
3402 who->statusmsg (format (
3403 "You ready %s."
3404 "You can now use the skill: %s.",
3405 query_name (op),
3406 &op->skill
3407 ));
3408 }
3409 else
3410 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3411 }
3412 else
3413 {
3414 SET_FLAG (op, FLAG_APPLIED);
3415 change_abil (who, op);
3416 who->chosen_skill = op;
3417 SET_FLAG (who, FLAG_READY_SKILL);
3418 }
3419
3420 break;
3421
3422 case BOW:
3423 if (!check_weapon_power (who, op->last_eat))
3424 {
3425 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3426
3427 if (tmp)
3428 insert_ob_in_ob (tmp, who);
3429
3430 return 1;
3431 }
3432
3433 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3434 {
3435 who->failmsg ("The weapon does not recognize you as its owner. "
3436 "H<Its name indicates that it belongs to somebody else.>");
3437 if (tmp)
3438 insert_ob_in_ob (tmp, who);
3439
3440 return 1;
3441 }
3442
3443 /*FALLTHROUGH*/
3444 case WAND:
3445 case ROD:
3446 case HORN:
3447 /* check for skill, alter player status */
3448
3449 if (!skop)
3450 {
3451 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3452 return 1;
3453 }
3454
3455 SET_FLAG (op, FLAG_APPLIED);
3456 who->change_skill (skop);
3457
3458 if (who->contr)
3459 {
3460 who->contr->ranged_ob = op;
3461
3462 who->statusmsg (format ("You ready %s.", query_name (op)));
3463
3464 if (op->type == BOW)
3465 {
3466 who->current_weapon = op;
3467 change_abil (who, op);
3468 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3469 }
3470 }
3471 else
3472 {
3473 if (op->type == BOW)
3474 SET_FLAG (who, FLAG_READY_BOW);
3475 else
3476 SET_FLAG (who, FLAG_READY_RANGE);
3477 }
3478
3479 break;
3480
3481 case BUILDER:
3482 if (who->type == PLAYER)
3483 {
3484 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3485 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3486 unapply_special (who, who->contr->ranged_ob, 0);
3487
3488 who->statusmsg (format ("You ready your %s.", query_name (op)));
3489
3490 who->contr->ranged_ob = op;
3491 }
3492 break;
3493
3494 default:
3495 who->statusmsg (format ("You apply %s.", query_name (op)));
3496 }
3497
3498 SET_FLAG (op, FLAG_APPLIED);
3499
3500 if (tmp)
3501 tmp = insert_ob_in_ob (tmp, who);
3502
3503 who->update_stats ();
3504
3505 /* We exclude spell casting objects. The fire code will set the
3506 * been applied flag when they are used - until that point,
3507 * you don't know anything about them.
3508 */
3509 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3510 SET_FLAG (op, FLAG_BEEN_APPLIED);
3511
3512 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3513 if (who->type == PLAYER)
3514 {
3515 who->failmsg (
3516 "Oops, it feels deadly cold! "
3517 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3518 );
3519 SET_FLAG (op, FLAG_KNOWN_CURSED);
3520 }
3521
3522 if (who->type == PLAYER)
3523 {
3524 /* if multiple objects were applied, update both slots */
3525 if (tmp)
3526 esrv_send_item (who, tmp);
3527
3528 esrv_send_item (who, op);
3529 }
3530
3531 return 0;
3532 }
3533
3534 int
3535 monster_apply_special (object *who, object *op, int aflags)
3536 {
3537 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3538 return 1;
3539
3540 return apply_special (who, op, aflags);
3541 }
3542
3543 /**
3544 * Map was just loaded, handle op's initialisation.
3545 *
3546 * Generates shop floor's item, and treasures.
3547 */
3548 int
3549 auto_apply (object *op)
3550 {
3551 object *tmp = NULL, *tmp2;
3552 int i;
3553
3554 switch (op->type)
3555 {
3556 case SHOP_FLOOR:
3557 if (!op->has_random_items ())
3558 return 0;
3559
3560 do
3561 {
3562 i = 10; /* let's give it 10 tries */
3563 while ((tmp = generate_treasure (op->randomitems,
3564 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3565 if (tmp == NULL)
3566 return 0;
3567 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3568 {
3569 tmp->destroy ();
3570 tmp = NULL;
3571 }
3572 }
3573 while (!tmp);
3574
3575 tmp->x = op->x;
3576 tmp->y = op->y;
3577 SET_FLAG (tmp, FLAG_UNPAID);
3578 insert_ob_in_map (tmp, op->map, NULL, 0);
3579 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3580 identify (tmp);
3581 break;
3582
3583 case TREASURE:
3584 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3585 return 0;
3586
3587 while (op->stats.hp-- > 0)
3588 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3589 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3590
3591 /* If we generated an object and put it in this object inventory,
3592 * move it to the parent object as the current object is about
3593 * to disappear. An example of this item is the random_* stuff
3594 * that is put inside other objects.
3595 */
3596 for (tmp = op->inv; tmp; tmp = tmp2)
3597 {
3598 tmp2 = tmp->below;
3599 tmp->remove ();
3600
3601 if (op->env)
3602 insert_ob_in_ob (tmp, op->env);
3603 else
3604 tmp->destroy ();
3605 }
3606
3607 op->destroy ();
3608 break;
3609 }
3610 return tmp ? 1 : 0;
3611 }
3612
3613 /**
3614 * fix_auto_apply goes through the entire map every time a map
3615 * is loaded or swapped in and performs special actions for
3616 * certain objects (most initialization of chests and creation of
3617 * treasures and stuff). Calls auto_apply if appropriate.
3618 */
3619 void
3620 maptile::fix_auto_apply ()
3621 {
3622 if (!spaces)
3623 return;
3624
3625 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3626 for (object *tmp = ms->bot; tmp; )
3627 {
3628 object *above = tmp->above;
3629
3630 if (tmp->inv)
3631 {
3632 object *invtmp, *invnext;
3633
3634 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3635 {
3636 invnext = invtmp->below;
3637
3638 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3639 auto_apply (invtmp);
3640 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3641 {
3642 while ((invtmp->stats.hp--) > 0)
3643 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3644
3645 invtmp->randomitems = NULL;
3646 }
3647 else if (invtmp && invtmp->arch
3648 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3649 {
3650 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651 /* Need to clear this so that we never try to create
3652 * treasure again for this object
3653 */
3654 invtmp->randomitems = NULL;
3655 }
3656 }
3657 /* This is really temporary - the code at the bottom will
3658 * also set randomitems to null. The problem is there are bunches
3659 * of maps/players already out there with items that have spells
3660 * which haven't had the randomitems set to null yet.
3661 * MSW 2004-05-13
3662 *
3663 * And if it's a spellbook, it's better to set randomitems to NULL too,
3664 * else you get two spells in the book ^_-
3665 * Ryo 2004-08-16
3666 */
3667 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3668 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL;
3670
3671 }
3672
3673 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply (tmp);
3675 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3676 {
3677 while ((tmp->stats.hp--) > 0)
3678 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3679 tmp->randomitems = NULL;
3680 }
3681 else if (tmp->type == TIMED_GATE)
3682 {
3683 object *head = tmp->head != NULL ? tmp->head : tmp;
3684
3685 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3686 tmp->set_speed (0);
3687 }
3688 /* This function can be called everytime a map is loaded, even when
3689 * swapping back in. As such, we don't want to create the treasure
3690 * over and ove again, so after we generate the treasure, blank out
3691 * randomitems so if it is swapped in again, it won't make anything.
3692 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure.
3694 */
3695 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 && tmp->type != TREASURE && tmp->type != SPELL
3697 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3698 {
3699 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3700 tmp->randomitems = NULL;
3701 }
3702
3703 // close all containers
3704 else if (tmp->type == CONTAINER)
3705 tmp->flag [FLAG_APPLIED] = 0;
3706
3707 tmp = above;
3708 }
3709
3710 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3711 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3712 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3713 check_trigger (tmp, tmp->above);
3714 }
3715
3716 /**
3717 * Handles player eating food that temporarily changes status (resistances, stats).
3718 * This used to call cast_change_attr(), but
3719 * that doesn't work with the new spell code. Since we know what
3720 * the food changes, just grab a force and use that instead.
3721 */
3722 void
3723 eat_special_food (object *who, object *food)
3724 {
3725 object *force;
3726 int i, did_one = 0;
3727
3728 force = get_archetype (FORCE_NAME);
3729
3730 for (i = 0; i < NUM_STATS; i++)
3731 if (sint8 k = food->stats.stat (i))
3732 {
3733 force->stats.stat (i) = k;
3734 did_one = 1;
3735 }
3736
3737 /* check if we can protect the eater */
3738 for (i = 0; i < NROFATTACKS; i++)
3739 {
3740 if (food->resist[i] > 0)
3741 {
3742 force->resist[i] = food->resist[i] / 2;
3743 did_one = 1;
3744 }
3745 }
3746
3747 if (did_one)
3748 {
3749 force->set_speed (0.1);
3750 /* bigger morsel of food = longer effect time */
3751 force->duration = food->stats.food / 5;
3752 SET_FLAG (force, FLAG_APPLIED);
3753 change_abil (who, force);
3754 insert_ob_in_ob (force, who);
3755 }
3756 else
3757 force->destroy ();
3758
3759 /* check for hp, sp change */
3760 if (food->stats.hp != 0)
3761 {
3762 if (QUERY_FLAG (food, FLAG_CURSED))
3763 {
3764 assign (who->contr->killer, food->name);
3765 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3766 who->failmsg ("Eck!...that was poisonous!");
3767 }
3768 else
3769 {
3770 if (food->stats.hp > 0)
3771 who->statusmsg ("You begin to feel better.");
3772 else
3773 who->failmsg ("Eck!...that was poisonous!");
3774
3775 who->stats.hp += food->stats.hp;
3776 }
3777 }
3778 if (food->stats.sp != 0)
3779 {
3780 if (QUERY_FLAG (food, FLAG_CURSED))
3781 {
3782 who->failmsg ("You are drained of mana!");
3783 who->stats.sp -= food->stats.sp;
3784 if (who->stats.sp < 0)
3785 who->stats.sp = 0;
3786 }
3787 else
3788 {
3789 who->statusmsg ("You feel a rush of magical energy!");
3790 who->stats.sp += food->stats.sp;
3791 /* place limit on max sp from food? */
3792 }
3793 }
3794
3795 who->update_stats ();
3796 }
3797
3798 /**
3799 * Designed primarily to light torches/lanterns/etc.
3800 * Also burns up burnable material too. First object in the inventory is
3801 * the selected object to "burn". -b.t.
3802 */
3803 void
3804 apply_lighter (object *who, object *lighter)
3805 {
3806 object *item;
3807 int is_player_env = 0;
3808
3809 item = find_marked_object (who);
3810 if (item)
3811 {
3812 if (lighter->last_eat && lighter->stats.food)
3813 { /* lighter gets used up */
3814 /* Split multiple lighters if they're being used up. Otherwise *
3815 * one charge from each would be used up. --DAMN */
3816 if (lighter->nrof > 1)
3817 {
3818 object *oneLighter = lighter->clone ();
3819
3820 lighter->nrof -= 1;
3821 oneLighter->nrof = 1;
3822 oneLighter->stats.food--;
3823 esrv_send_item (who, lighter);
3824 oneLighter = insert_ob_in_ob (oneLighter, who);
3825 esrv_send_item (who, oneLighter);
3826 }
3827 else
3828 lighter->stats.food--;
3829 }
3830 else if (lighter->last_eat)
3831 {
3832 /* no charges left in lighter */
3833 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3834 return;
3835 }
3836
3837 /* Perhaps we should split what we are trying to light on fire?
3838 * I can't see many times when you would want to light multiple
3839 * objects at once.
3840 */
3841
3842 if (who == item->in_player ())
3843 is_player_env = 1;
3844
3845 save_throw_object (item, AT_FIRE, who);
3846
3847 if (item->destroyed ())
3848 {
3849 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3850 /* Need to update the player so that the players glow radius
3851 * gets changed.
3852 */
3853 if (is_player_env)
3854 who->update_stats ();
3855 }
3856 else
3857 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3858 }
3859 else
3860 who->failmsg ("You need to mark a lightable object.");
3861 }
3862
3863 /**
3864 * op made some mistake with a scroll, this takes care of punishment.
3865 * scroll_failure()- hacked directly from spell_failure
3866 */
3867 void
3868 scroll_failure (object *op, int failure, int power)
3869 {
3870 if (abs (failure / 4) > power)
3871 power = abs (failure / 4); /* set minimum effect */
3872
3873 if (failure <= -1 && failure > -15)
3874 { /* wonder */
3875 object *tmp;
3876
3877 op->failmsg ("Your spell warps!");
3878 tmp = get_archetype (SPELL_WONDER);
3879 cast_wonder (op, op, 0, tmp);
3880 tmp->destroy ();
3881 }
3882 else if (failure <= -15 && failure > -35)
3883 { /* drain mana */
3884 op->failmsg ("Your mana is drained!");
3885 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3886 if (op->stats.sp < 0)
3887 op->stats.sp = 0;
3888 }
3889 else if (settings.spell_failure_effects == TRUE)
3890 {
3891 if (failure <= -35 && failure > -60)
3892 { /* confusion */
3893 op->failmsg ("The magic recoils on you!");
3894 confuse_player (op, op, power);
3895 }
3896 else if (failure <= -60 && failure > -70)
3897 { /* paralysis */
3898 op->failmsg ("The magic recoils and paralyzes you!");
3899 paralyze_player (op, op, power);
3900 }
3901 else if (failure <= -70 && failure > -80)
3902 { /* blind */
3903 op->failmsg ("The magic recoils on you!");
3904 blind_player (op, op, power);
3905 }
3906 else if (failure <= -80)
3907 { /* blast the immediate area */
3908 object *tmp = get_archetype (LOOSE_MANA);
3909 cast_magic_storm (op, tmp, power);
3910 op->failmsg ("You unleash uncontrolled mana!");
3911 tmp->destroy ();
3912 }
3913 }
3914 }
3915
3916 void
3917 apply_changes_to_player (object *pl, object *change)
3918 {
3919 int excess_stat = 0; /* if the stat goes over the maximum
3920 for the race, put the excess stat some
3921 where else. */
3922
3923 switch (change->type)
3924 {
3925 case CLASS:
3926 {
3927 living *stats = &(pl->contr->orig_stats);
3928 living *ns = &(change->stats);
3929 object *walk;
3930 int flag_change_face = 1;
3931
3932 /* the following code assigns stats up to the stat max
3933 * for the race, and if the stat max is exceeded,
3934 * tries to randomly reassign the excess stat
3935 */
3936 int i, j;
3937
3938 for (i = 0; i < NUM_STATS; i++)
3939 {
3940 int race_bonus = pl->arch->stats.stat (i);
3941 sint8 stat = stats->stat (i) + ns->stat (i);
3942
3943 if (stat > 20 + race_bonus)
3944 {
3945 excess_stat++;
3946 stat = 20 + race_bonus;
3947 }
3948
3949 stats->stat (i) = stat;
3950 }
3951
3952 for (j = 0; excess_stat > 0 && j < 100; j++)
3953 { /* try 100 times to assign excess stats */
3954 int i = rndm (0, 6);
3955
3956 if (i == CHA)
3957 continue; /* exclude cha from this */
3958
3959 int stat = stats->stat (i);
3960 int race_bonus = pl->arch->stats.stat (i);
3961 if (stat < 20 + race_bonus)
3962 {
3963 change_attr_value (stats, i, 1);
3964 excess_stat--;
3965 }
3966 }
3967
3968 /* insert the randomitems from the change's treasurelist into
3969 * the player ref: player.c
3970 */
3971 if (change->randomitems != NULL)
3972 give_initial_items (pl, change->randomitems);
3973
3974 /* set up the face, for some races. */
3975
3976 /* first, look for the force object banning
3977 * changing the face. Certain races never change face with class.
3978 */
3979 for (walk = pl->inv; walk != NULL; walk = walk->below)
3980 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3981 flag_change_face = 0;
3982
3983 if (flag_change_face)
3984 {
3985 pl->animation_id = GET_ANIM_ID (change);
3986 pl->face = change->face;
3987
3988 if (QUERY_FLAG (change, FLAG_ANIMATE))
3989 SET_FLAG (pl, FLAG_ANIMATE);
3990 else
3991 CLEAR_FLAG (pl, FLAG_ANIMATE);
3992 }
3993
3994 /* check the special case of can't use weapons */
3995 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3996 if (!strcmp (change->name, "monk"))
3997 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3998
3999 break;
4000 }
4001 }
4002 }
4003
4004 /**
4005 * This handles items of type 'transformer'.
4006 * Basically those items, used with a marked item, transform both items into something
4007 * else.
4008 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4009 * Change information is contained in the 'slaying' field of the marked item.
4010 * The format is as follow: transformer:[number ]yield[;transformer:...].
4011 * This way an item can be transformed in many things, and/or many objects.
4012 * The 'slaying' field for transformer is used as verb for the action.
4013 */
4014 void
4015 apply_item_transformer (object *pl, object *transformer)
4016 {
4017 object *marked;
4018 object *new_item;
4019 char *find;
4020 char *separator;
4021 int yield;
4022 char got[MAX_BUF];
4023 int len;
4024
4025 if (!pl || !transformer)
4026 return;
4027
4028 marked = find_marked_object (pl);
4029
4030 if (!marked)
4031 {
4032 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4033 return;
4034 }
4035
4036 if (!marked->slaying)
4037 {
4038 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4039 return;
4040 }
4041
4042 /* check whether they are compatible or not */
4043 find = strstr (marked->slaying, transformer->arch->archname);
4044 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4045 {
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return;
4048 }
4049
4050 find += strlen (transformer->arch->archname) + 1;
4051 /* Item can be used, now find how many and what it yields */
4052 if (isdigit (*(find)))
4053 {
4054 yield = atoi (find);
4055 if (yield < 1)
4056 {
4057 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4058 yield = 1;
4059 }
4060 }
4061 else
4062 yield = 1;
4063
4064 while (isdigit (*find))
4065 find++;
4066
4067 while (*find == ' ')
4068 find++;
4069
4070 memset (got, 0, MAX_BUF);
4071
4072 if ((separator = strchr (find, ';')) != NULL)
4073 len = separator - find;
4074 else
4075 len = strlen (find);
4076
4077 if (len > MAX_BUF - 1)
4078 len = MAX_BUF - 1;
4079
4080 strcpy (got, find);
4081 got[len] = '\0';
4082
4083 /* Now create new item, remove used ones when required. */
4084 new_item = get_archetype (got);
4085 if (!new_item)
4086 {
4087 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4088 return;
4089 }
4090
4091 new_item->nrof = yield;
4092
4093 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4094
4095 insert_ob_in_ob (new_item, pl);
4096 esrv_send_inventory (pl, pl);
4097 /* Eat up one item */
4098 decrease_ob_nr (marked, 1);
4099
4100 /* Eat one transformer if needed */
4101 if (transformer->stats.food)
4102 if (--transformer->stats.food == 0)
4103 decrease_ob_nr (transformer, 1);
4104 }
4105