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Revision: 1.145
Committed: Mon Apr 21 07:01:40 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.144: +2 -8 lines
Log Message:
- fix weight update on insert-merge
- refactor get_split_ob into ->split, taking advantage
  (partially only) of split managing client updates.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 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 tmp->decrease ();
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 tmp->decrease ();
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 tmp->decrease ();
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 tmp->decrease ();
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 tmp->decrease ();
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 op->decrease ();
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 op->decrease (nrof);
474 return;
475 }
476 else
477 {
478 op->decrease (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 improver->decrease ();
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
584 return 1;
585 }
586
587 /* Types of improvements, hidden in the sp field. */
588 #define IMPROVE_PREPARE 1
589 #define IMPROVE_DAMAGE 2
590 #define IMPROVE_WEIGHT 3
591 #define IMPROVE_ENCHANT 4
592 #define IMPROVE_STR 5
593 #define IMPROVE_DEX 6
594 #define IMPROVE_CON 7
595 #define IMPROVE_WIS 8
596 #define IMPROVE_CHA 9
597 #define IMPROVE_INT 10
598 #define IMPROVE_POW 11
599
600 /**
601 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on.
603 */
604 int
605 prepare_weapon (object *op, object *improver, object *weapon)
606 {
607 int sacrifice_count, i;
608 char buf[MAX_BUF];
609
610 if (weapon->level != 0)
611 {
612 op->failmsg ("Weapon is already prepared!");
613 return 0;
614 }
615
616 for (i = 0; i < NROFATTACKS; i++)
617 if (weapon->resist[i])
618 break;
619
620 /* If we break out, i will be less than nrofattacks, preventing
621 * improvement of items that already have protections.
622 */
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */
627 {
628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
631 return 0;
632 }
633
634 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0)
636 return 0;
637
638 weapon->level = isqrt (sacrifice_count);
639 eat_item (op, improver->slaying, sacrifice_count);
640
641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
646
647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */
651 improver->decrease ();
652 weapon->last_eat = 0;
653 return 1;
654 }
655
656
657 /**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason.
661 *
662 * Checks if weapon was prepared, if enough potions on the floor, ...
663 *
664 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve
667 */
668 int
669 improve_weapon (object *op, object *improver, object *weapon)
670 {
671 int sacrifice_count, sacrifice_needed = 0;
672
673 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon);
675
676 if (weapon->level == 0)
677 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 return 0;
680 }
681
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683 {
684 op->failmsg ("This weapon cannot be improved any more.");
685 return 0;
686 }
687
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689 {
690 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you "
692 "really want to improve it.");
693 return 0;
694 }
695
696 /* This just increases damage by 5 points, no matter what. No sacrifice
697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698 * don't put any maximum value on damage - the limit is how much the
699 * weapon can be improved.
700 */
701 if (improver->stats.sp == IMPROVE_DAMAGE)
702 {
703 weapon->stats.dam += 5;
704 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++;
707
708 weapon->item_power++;
709 improver->decrease ();
710 return 1;
711 }
712
713 if (improver->stats.sp == IMPROVE_WEIGHT)
714 {
715 /* Reduce weight by 20% */
716 weapon->weight = (weapon->weight * 8) / 10;
717 if (weapon->weight < 1)
718 weapon->weight = 1;
719
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++;
722 weapon->item_power++;
723 improver->decrease ();
724 return 1;
725 }
726 if (improver->stats.sp == IMPROVE_ENCHANT)
727 {
728 weapon->magic++;
729 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 improver->decrease ();
732 weapon->item_power++;
733 return 1;
734 }
735
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738
739 if (sacrifice_needed < 1)
740 sacrifice_needed = 1;
741 sacrifice_needed *= 2;
742
743 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed)
745 {
746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 return 0;
748 }
749
750 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++;
752
753 switch (improver->stats.sp)
754 {
755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 default:
763 op->failmsg ("Unknown improvement type.");
764 }
765
766 LOG (llevError, "improve_weapon: Got to end of function\n");
767 return 0;
768 }
769
770 /**
771 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work.
774 */
775 int
776 check_improve_weapon (object *op, object *tmp)
777 {
778 object *otmp;
779
780 if (op->type != PLAYER)
781 return 0;
782
783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784 {
785 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0;
787 }
788
789 otmp = find_marked_object (op);
790 if (!otmp)
791 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0;
794 }
795
796 if (otmp->type != WEAPON && otmp->type != BOW)
797 {
798 op->failmsg ("Marked item is not a weapon or bow!");
799 return 0;
800 }
801
802 op->statusmsg ("Applied weapon builder.");
803
804 improve_weapon (op, tmp, otmp);
805 esrv_send_item (op, otmp);
806 return 1;
807 }
808
809 /**
810 * This code deals with the armour improvment scrolls.
811 * Change limits on improvement - let players go up to
812 * +5 no matter what level, but they are limited by item
813 * power.
814 * Try to use same improvement code as in the common/treasure.c
815 * file, so that if you make a +2 full helm, it will be just
816 * the same as one you find in a shop.
817 *
818 * deprecated comment:
819 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820 * only 'enchantment' of armour is possible - improving
821 * the stats of a player w/ armour as well as a weapon
822 * will probably horribly unbalance the game. Magic enchanting
823 * depends on the level of the character - ie the plus
824 * value (magic) of the armour can never be increased beyond
825 * the level of the character / 10 -- rounding upish, nor may
826 * the armour value of the piece of equipment exceed either
827 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now.
830 */
831 int
832 improve_armour (object *op, object *improver, object *armour)
833 {
834 object *tmp;
835
836 if (armour->magic >= settings.armor_max_enchant)
837 {
838 op->failmsg ("This armour can not be enchanted any further!");
839 return 0;
840 }
841
842 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
843 * etc), so take the easy way out and don't worry about it.
844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
845 * of gnarg and what not?)
846 */
847 if (armour->title)
848 {
849 op->failmsg ("This armour will not accept further enchantment.");
850 return 0;
851 }
852
853 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge.
855 */
856 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
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 improver->decrease ();
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 * Takes one type of items and makes another.
923 * converter is the object that is doing the conversion.
924 * item is the object that triggered the converter - if it is not
925 * what the converter wants, this will not do anything.
926 */
927 static int
928 convert_item (object *item, object *converter)
929 {
930 sint64 nr, price_in;
931
932 if (item->flag [FLAG_UNPAID])
933 return 0;
934
935 shstr conv_from = converter->slaying;
936 archetype *conv_to = converter->other_arch;
937 sint64 need = converter->stats.food;
938 sint64 give = converter->stats.sp;
939
940 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck)
943 */
944 if (conv_from == shstr_money)
945 {
946 if (item->type != MONEY)
947 return 0;
948
949 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr)
951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
955 sint64 cost = (nr * need + item->value - 1) / item->value;
956
957 item->decrease (cost);
958
959 price_in = cost * item->value;
960 }
961 else
962 {
963 if (item->type == PLAYER
964 || conv_from != item->arch->archname
965 || (need && need > (uint16) item->nrof))
966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
969
970 if (need)
971 {
972 nr = sint64 (item->nrof) / need;
973 item->decrease (nr * need);
974 price_in = nr * need * 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 (!conv_to)
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 (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 }
1011
1012 if (give)
1013 item->nrof = give;
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 < sint64 (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 if (sign->sound)
1316 ns->play_sound (sign->sound);
1317 else if (autoapply)
1318 ns->play_sound (sound_find ("msg_voice"));
1319
1320 if (ns->can_msg)
1321 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1322 else
1323 {
1324 msgType = get_readable_message_type (sign);
1325 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1326 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1327 }
1328 }
1329 }
1330
1331 /**
1332 * 'victim' moves onto 'trap'
1333 * 'victim' leaves 'trap'
1334 * effect is determined by move_on/move_off of trap and move_type of victime.
1335 *
1336 * originator: Player, monster or other object that caused 'victim' to move
1337 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1338 * However, some types of traps require an originator to function.
1339 */
1340 void
1341 move_apply (object *trap, object *victim, object *originator)
1342 {
1343 static int recursion_depth = 0;
1344
1345 /* Only exits affect DMs. */
1346 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1347 return;
1348
1349 /* move_apply() is the most likely candidate for causing unwanted and
1350 * possibly unlimited recursion.
1351 */
1352 /* The following was changed because it was causing perfeclty correct
1353 * maps to fail. 1) it's not an error to recurse:
1354 * rune detonates, summoning monster. monster lands on nearby rune.
1355 * nearby rune detonates. This sort of recursion is expected and
1356 * proper. This code was causing needless crashes.
1357 */
1358 if (recursion_depth >= 500)
1359 {
1360 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1361 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1362 return;
1363 }
1364
1365 recursion_depth++;
1366 if (trap->head)
1367 trap = trap->head;
1368
1369 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1370 goto leave;
1371
1372 switch (trap->type)
1373 {
1374 case PLAYERMOVER:
1375 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1376 {
1377 if (!trap->stats.maxsp)
1378 trap->stats.maxsp = 2;
1379
1380 /* Is this correct? From the docs, it doesn't look like it
1381 * should be divided by trap->speed
1382 */
1383 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1384
1385 /* Just put in some sanity check. I think there is a bug in the
1386 * above with some objects have zero speed, and thus the player
1387 * getting permanently paralyzed.
1388 */
1389 if (victim->speed_left < -50.f)
1390 victim->speed_left = -50.f;
1391 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1392 }
1393 goto leave;
1394
1395 case SPINNER:
1396 if (victim->direction)
1397 {
1398 victim->direction = absdir (victim->direction - trap->stats.sp);
1399 update_turn_face (victim);
1400 }
1401 goto leave;
1402
1403 case DIRECTOR:
1404 if (victim->direction && !should_director_abort (trap, victim))
1405 {
1406 victim->direction = trap->stats.sp;
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case BUTTON:
1412 case PEDESTAL:
1413 update_button (trap);
1414 goto leave;
1415
1416 case ALTAR:
1417 /* sacrifice victim on trap */
1418 apply_altar (trap, victim, originator);
1419 goto leave;
1420
1421 case THROWN_OBJ:
1422 if (trap->inv == NULL)
1423 goto leave;
1424 /* fallthrough */
1425
1426 case ARROW:
1427 /* bad bug: monster throw a object, make a step forwards, step on object ,
1428 * trigger this here and get hit by own missile - and will be own enemy.
1429 * Victim then is his own enemy and will start to kill herself (this is
1430 * removed) but we have not synced victim and his missile. To avoid senseless
1431 * action, we avoid hits here
1432 */
1433 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1434 hit_with_arrow (trap, victim);
1435 goto leave;
1436
1437 case SPELL_EFFECT:
1438 apply_spell_effect (trap, victim);
1439 goto leave;
1440
1441 case TRAPDOOR:
1442 {
1443 int max, sound_was_played;
1444 object *ab, *ab_next;
1445
1446 if (!trap->value)
1447 {
1448 int tot;
1449
1450 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1451 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1452 tot += ab->head_ ()->total_weight ();
1453
1454 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1455 goto leave;
1456
1457 SET_ANIMATION (trap, trap->value);
1458 update_object (trap, UP_OBJ_FACE);
1459 }
1460
1461 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1462 {
1463 /* need to set this up, since if we do transfer the object,
1464 * ab->above would be bogus
1465 */
1466 ab_next = ab->above;
1467
1468 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1469 {
1470 if (!sound_was_played)
1471 {
1472 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1473 sound_was_played = 1;
1474 }
1475
1476 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1477 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1478 }
1479 }
1480 goto leave;
1481 }
1482
1483 case CONVERTER:
1484 if (convert_item (victim, trap) < 0)
1485 {
1486 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1487 get_archetype ("burnout")->insert_at (trap, trap);
1488 }
1489
1490 goto leave;
1491
1492 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR:
1495 check_trigger (trap, victim);
1496 goto leave;
1497
1498 case DEEP_SWAMP:
1499 walk_on_deep_swamp (trap, victim);
1500 goto leave;
1501
1502 case CHECK_INV:
1503 check_inv (victim, trap);
1504 goto leave;
1505
1506 case HOLE:
1507 /* Hole not open? */
1508 if (trap->stats.wc > 0)
1509 goto leave;
1510
1511 /* Is this a multipart monster and not the head? If so, return.
1512 * Processing will happen if the head runs into the pit
1513 */
1514 if (victim->head)
1515 goto leave;
1516
1517 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1518 victim->statusmsg ("You fall through the hole!", NDI_RED);
1519 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1520 goto leave;
1521
1522 case EXIT:
1523 if (victim->type == PLAYER && EXIT_PATH (trap))
1524 {
1525 /* Basically, don't show exits leading to random maps the
1526 * players output.
1527 */
1528 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1529 victim->statusmsg (trap->msg, NDI_NAVY);
1530
1531 trap->play_sound (trap->sound);
1532 victim->enter_exit (trap);
1533 }
1534 goto leave;
1535
1536 case ENCOUNTER:
1537 /* may be some leftovers on this */
1538 goto leave;
1539
1540 case SHOP_MAT:
1541 apply_shop_mat (trap, victim);
1542 goto leave;
1543
1544 /* Drop a certain amount of gold, and have one item identified */
1545 case IDENTIFY_ALTAR:
1546 apply_id_altar (victim, trap, originator);
1547 goto leave;
1548
1549 case SIGN:
1550 if (victim->type != PLAYER && trap->stats.food > 0)
1551 goto leave; /* monsters musn't apply magic_mouths with counters */
1552
1553 apply_sign (victim, trap, 1);
1554 goto leave;
1555
1556 case CONTAINER:
1557 apply_container (victim, trap);
1558 goto leave;
1559
1560 case RUNE:
1561 case TRAP:
1562 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1563 spring_trap (trap, victim);
1564 goto leave;
1565
1566 default:
1567 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1568 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1569 goto leave;
1570 }
1571
1572 leave:
1573 recursion_depth--;
1574 }
1575
1576 /**
1577 * Handles reading a regular (ie not containing a spell) book.
1578 */
1579 static void
1580 apply_book (object *op, object *tmp)
1581 {
1582 int lev_diff;
1583 object *skill_ob;
1584
1585 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1586 {
1587 op->failmsg ("You are unable to read while blind!");
1588 return;
1589 }
1590
1591 if (!tmp->msg)
1592 {
1593 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1594 return;
1595 }
1596
1597 /* need a literacy skill to read stuff! */
1598 skill_ob = find_skill_by_name (op, tmp->skill);
1599 if (!skill_ob)
1600 {
1601 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1602 return;
1603 }
1604
1605 lev_diff = tmp->level - (skill_ob->level + 5);
1606 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1607 {
1608 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1609 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1610 : lev_diff < 5 ? "This book is beyond your comprehension."
1611 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1612 : lev_diff < 15 ? "This book is way beyond your comprehension."
1613 : "This book is totally beyond your comprehension.");
1614 return;
1615 }
1616
1617 readable_message_type *msgType = get_readable_message_type (tmp);
1618
1619 if (player *pl = op->contr)
1620 if (client *ns = pl->ns)
1621 if (ns->can_msg)
1622 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1623 else
1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625 msgType->message_type, msgType->message_subtype,
1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1628
1629 /* gain xp from reading */
1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631 { /* only if not read before */
1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1633
1634 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635 {
1636 /*exp_gain *= 2; because they just identified it too */
1637 SET_FLAG (tmp, FLAG_IDENTIFIED);
1638
1639 /* If in a container, update how it looks */
1640 if (tmp->env)
1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1642 else
1643 op->contr->ns->floorbox_update ();
1644 }
1645
1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1648 }
1649 }
1650
1651 /**
1652 * Handles the applying of a skill scroll, calling learn_skill straight.
1653 * op is the person learning the skill, tmp is the skill scroll object
1654 */
1655 static void
1656 apply_skillscroll (object *op, object *tmp)
1657 {
1658 switch (learn_skill (op, tmp))
1659 {
1660 case 0:
1661 op->play_sound (sound_find ("generic_fail"));
1662 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1663 break;
1664
1665 case 1:
1666 tmp->decrease ();
1667 op->play_sound (sound_find ("skill_learn"));
1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1669 break;
1670
1671 default:
1672 tmp->decrease ();
1673 op->play_sound (sound_find ("generic_fail"));
1674 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1675 break;
1676 }
1677 }
1678
1679 /**
1680 * Actually makes op learn spell.
1681 * Informs player of what happens.
1682 */
1683 void
1684 do_learn_spell (object *op, object *spell, int special_prayer)
1685 {
1686 object *tmp;
1687
1688 if (op->type != PLAYER)
1689 {
1690 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1691 return;
1692 }
1693
1694 /* Upgrade special prayers to normal prayers */
1695 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1696 {
1697 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1698 {
1699 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1700 return;
1701 }
1702 return;
1703 }
1704
1705 op->contr->play_sound (sound_find ("learn_spell"));
1706
1707 tmp = spell->clone ();
1708 insert_ob_in_ob (tmp, op);
1709
1710 if (special_prayer)
1711 SET_FLAG (tmp, FLAG_STARTEQUIP);
1712
1713 esrv_add_spells (op->contr, tmp);
1714 }
1715
1716 /**
1717 * Erases spell from player's inventory.
1718 */
1719 void
1720 do_forget_spell (object *op, const char *spell)
1721 {
1722 object *spob;
1723
1724 if (op->type != PLAYER)
1725 {
1726 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1727 return;
1728 }
1729 if ((spob = check_spell_known (op, spell)) == NULL)
1730 {
1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1732 return;
1733 }
1734
1735 op->failmsg (format ("You lose knowledge of %s.", spell));
1736 player_unready_range_ob (op->contr, spob);
1737 esrv_remove_spell (op->contr, spob);
1738 spob->destroy ();
1739 }
1740
1741 /**
1742 * Handles player applying a spellbook.
1743 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1744 * stuff like that. Random learning failure too.
1745 */
1746 static void
1747 apply_spellbook (object *op, object *tmp)
1748 {
1749 object *skop, *spell, *spell_skill;
1750
1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1752 {
1753 op->failmsg ("You are unable to read while blind.");
1754 return;
1755 }
1756
1757 /* artifact_spellbooks have 'slaying' field point to a spell name,
1758 * instead of having their spell stored in stats.sp. These are
1759 * legacy spellbooks
1760 */
1761 if (tmp->slaying)
1762 {
1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1764 if (!spell)
1765 {
1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1767 return;
1768 }
1769 else
1770 insert_ob_in_ob (spell, tmp);
1771
1772 tmp->slaying = 0;
1773 }
1774
1775 skop = find_skill_by_name (op, tmp->skill);
1776
1777 /* need a literacy skill to learn spells. Also, having a literacy level
1778 * lower than the spell will make learning the spell more difficult */
1779 if (!skop)
1780 {
1781 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1782 return;
1783 }
1784
1785 spell = tmp->inv;
1786
1787 if (!spell)
1788 {
1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1791 return;
1792 }
1793
1794 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1795 {
1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1797 return;
1798 }
1799
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801
1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1803 {
1804 identify (tmp);
1805
1806 if (tmp->env)
1807 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1808 else
1809 op->contr->ns->floorbox_update ();
1810 }
1811
1812 /* I removed the check for special_prayer_mark here - it didn't make
1813 * a lot of sense - special prayers are not found in spellbooks, and
1814 * if the player doesn't know the spell, doesn't make a lot of sense that
1815 * they would have a special prayer mark.
1816 */
1817 if (check_spell_known (op, spell->name))
1818 {
1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1820 return;
1821 }
1822
1823 if (spell->skill)
1824 {
1825 spell_skill = find_skill_by_name (op, spell->skill);
1826
1827 if (!spell_skill)
1828 {
1829 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1830 return;
1831 }
1832
1833 if (spell_skill->level < spell->level)
1834 {
1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1836 return;
1837 }
1838 }
1839
1840 /* Logic as follows
1841 *
1842 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1843 *
1844 * 2- The learner's skill level in literacy adjusts the chance to learn
1845 * a spell.
1846 *
1847 * 3 -Automatically fail to learn if you read while confused
1848 *
1849 * Overall, chances are the same but a player will find having a high
1850 * literacy rate very useful! -b.t.
1851 */
1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
1853 {
1854 op->failmsg ("In your confused state you flub the wording of the text!");
1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1856 }
1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1859 {
1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1861 do_learn_spell (op, spell, 0);
1862
1863 /* xp gain to literacy for spell learning */
1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1865 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1866 }
1867 else
1868 {
1869 op->contr->play_sound (sound_find ("fumble_spell"));
1870 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1871 }
1872
1873 tmp->decrease ();
1874 }
1875
1876 /**
1877 * Handles applying a spell scroll.
1878 */
1879 void
1880 apply_scroll (object *op, object *tmp, int dir)
1881 {
1882 object *skop;
1883
1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1885 {
1886 op->failmsg ("You are unable to read while blind.");
1887 return;
1888 }
1889
1890 if (!tmp->inv || tmp->inv->type != SPELL)
1891 {
1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1893 return;
1894 }
1895
1896 if (op->type == PLAYER)
1897 {
1898 /* players need a literacy skill to read stuff! */
1899 int exp_gain = 0;
1900
1901 /* hard code literacy - tmp->skill points to where the exp
1902 * should go for anything killed by the spell.
1903 */
1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1905
1906 if (!skop)
1907 {
1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1909 return;
1910 }
1911
1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1913 change_exp (op, exp_gain, skop->skill, 0);
1914 }
1915
1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1917 identify (tmp);
1918
1919 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1920
1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
1922 tmp->decrease ();
1923 }
1924
1925 /**
1926 * Applies a treasure object - by default, chest. op
1927 * is the person doing the applying, tmp is the treasure
1928 * chest.
1929 */
1930 static void
1931 apply_treasure (object *op, object *tmp)
1932 {
1933 /* Nice side effect of this treasure creation method is that the treasure
1934 * for the chest is done when the chest is created, and put into the chest
1935 * inventory. So that when the chest burns up, the items still exist. Also
1936 * prevents people from moving chests to more difficult maps to get better
1937 * treasure
1938 */
1939 object *treas = tmp->inv;
1940
1941 if (!treas)
1942 {
1943 op->statusmsg ("The chest was empty.");
1944 tmp->decrease ();
1945 return;
1946 }
1947
1948 while (tmp->inv)
1949 {
1950 treas = tmp->inv;
1951 treas->remove ();
1952
1953 treas->x = op->x;
1954 treas->y = op->y;
1955 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1956
1957 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1958 spring_trap (treas, op);
1959
1960 /* If either player or container was destroyed, no need to do
1961 * further processing. I think this should be enclused with
1962 * spring trap above, as I don't think there is otherwise
1963 * any way for the treasure chest or player to get killed.
1964 */
1965 if (op->destroyed () || tmp->destroyed ())
1966 break;
1967 }
1968
1969 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease ();
1971 }
1972
1973 /**
1974 * op eats food.
1975 * If player, takes care of messages and dragon special food.
1976 */
1977 static void
1978 apply_food (object *op, object *tmp)
1979 {
1980 int capacity_remaining;
1981
1982 if (op->type != PLAYER)
1983 op->stats.hp = op->stats.maxhp;
1984 else
1985 {
1986 /* check if this is a dragon (player), eating some flesh */
1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 ;
1989 else
1990 {
1991 /* usual case - no dragon meal: */
1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
1994 if (tmp->type == FOOD || tmp->type == FLESH)
1995 op->failmsg ("You feel full, but what a waste of food!");
1996 else
1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 {
2010 const char *buf;
2011
2012 if (!is_dragon_pl (op))
2013 {
2014 /* eating message for normal players */
2015 if (tmp->type == DRINK)
2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 else
2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 }
2020 else
2021 /* eating message for dragon players */
2022 buf = format ("The %s tasted terrible!", &tmp->name);
2023
2024 op->statusmsg (buf);
2025
2026 capacity_remaining = 999 - op->stats.food;
2027 op->stats.food += tmp->stats.food;
2028 if (capacity_remaining < tmp->stats.food)
2029 op->stats.hp += capacity_remaining / 50;
2030 else
2031 op->stats.hp += tmp->stats.food / 50;
2032
2033 if (op->stats.hp > op->stats.maxhp)
2034 op->stats.hp = op->stats.maxhp;
2035 if (op->stats.food > 999)
2036 op->stats.food = 999;
2037 }
2038
2039 /* special food hack -b.t. */
2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041 eat_special_food (op, tmp);
2042 }
2043 }
2044
2045 handle_apply_yield (tmp);
2046 tmp->decrease ();
2047 }
2048
2049 /**
2050 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * there is a chance for the dragon's skin to get improved.
2052 *
2053 * attributes:
2054 * object *op the object (dragon player) eating the flesh
2055 * object *meal the flesh item, getting chewed in dragon's mouth
2056 * return:
2057 * int 1 if eating successful, 0 if it doesn't work
2058 */
2059 int
2060 dragon_eat_flesh (object *op, object *meal)
2061 {
2062 object *skin = NULL; /* pointer to dragon skin force */
2063 object *abil = NULL; /* pointer to dragon ability force */
2064 object *tmp = NULL; /* tmp. object */
2065
2066 double chance; /* improvement-chance of one resistance type */
2067 double totalchance = 1; /* total chance of gaining one resistance */
2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2069 double mbonus = 0; /* monster bonus */
2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 int winners = 0; /* number of winners */
2072 int i; /* index */
2073
2074 /* let's make sure and doublecheck the parameters */
2075 if (meal->type != FLESH || !is_dragon_pl (op))
2076 return 0;
2077
2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079 from the player's inventory */
2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2081 if (tmp->type == FORCE)
2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2083 skin = tmp;
2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2085 abil = tmp;
2086
2087 /* if either skin or ability are missing, this is an old player
2088 which is not to be considered a dragon -> bail out */
2089 if (skin == NULL || abil == NULL)
2090 return 0;
2091
2092 /* now start by filling stomache and health, according to food-value */
2093 if ((999 - op->stats.food) < meal->stats.food)
2094 op->stats.hp += (999 - op->stats.food) / 50;
2095 else
2096 op->stats.hp += meal->stats.food / 50;
2097
2098 if (op->stats.hp > op->stats.maxhp)
2099 op->stats.hp = op->stats.maxhp;
2100
2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2102
2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104
2105 /* on to the interesting part: chances for adding resistance */
2106 for (i = 0; i < NROFATTACKS; i++)
2107 {
2108 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2109 {
2110 /* got positive resistance, now calculate improvement chance (0-100) */
2111
2112 /* this bonus makes resistance increase easier at lower levels */
2113 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2114 if (i == abil->stats.exp)
2115 bonus += 5; /* additional bonus for resistance of ability-focus */
2116
2117 /* monster bonus increases with level, because high-level
2118 flesh is too rare */
2119 mbonus = op->level * 20. / ((double) settings.max_level);
2120
2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122 ((double) settings.max_level)) - skin->resist[i];
2123
2124 if (chance >= 0.)
2125 chance += 1.;
2126 else
2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128
2129 /* chance is proportional to amount of resistance (max. 50) */
2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2131
2132 /* doubled chance for resistance of ability-focus */
2133 if (i == abil->stats.exp)
2134 chance = MIN (100., chance * 2.);
2135
2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 if (rndm (10000) < (unsigned int) (chance * 100))
2138 {
2139 atnr_winner[winners] = i;
2140 winners++;
2141 }
2142
2143 if (chance >= 0.01)
2144 totalchance *= 1 - chance / 100;
2145
2146 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2147 }
2148 }
2149
2150 /* inverse totalchance as until now we have the failure-chance */
2151 totalchance = 100 - totalchance * 100;
2152
2153 /* print message according to totalchance */
2154 const char *buf;
2155 if (totalchance > 50.)
2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2157 else if (totalchance > 10.)
2158 buf = format ("The %s tasted very good.", &meal->name);
2159 else if (totalchance > 1.)
2160 buf = format ("The %s tasted good.", &meal->name);
2161 else if (totalchance > 0.1)
2162 buf = format ("The %s tasted bland.", &meal->name);
2163 else if (totalchance >= 0.01)
2164 buf = format ("The %s had a boring taste.", &meal->name);
2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2166 buf = format ("The %s tasted strange.", &meal->name);
2167 else
2168 buf = format ("The %s had no taste.", &meal->name);
2169
2170 op->statusmsg (buf);
2171
2172 /* now choose a winner if we have any */
2173 i = -1;
2174 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners];
2176
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 {
2179 /* resistance increased! */
2180 skin->resist[i]++;
2181 op->update_stats ();
2182
2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2184 }
2185
2186 /* if this flesh contains a new ability focus, we mark it
2187 into the ability_force and it will take effect on next level */
2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2189 {
2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2191
2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2196 change_resist_msg[meal->last_eat],
2197 abil->level + 1
2198 ));
2199 else
2200 {
2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2202 abil->last_eat = 0;
2203 }
2204 }
2205
2206 return 1;
2207 }
2208
2209 /**
2210 * Handles applying an improve armor scroll.
2211 * Does some sanity checks, then calls improve_armour.
2212 */
2213 static void
2214 apply_armour_improver (object *op, object *tmp)
2215 {
2216 object *armor;
2217
2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2219 {
2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2221 return;
2222 }
2223
2224 armor = find_marked_object (op);
2225
2226 if (!armor)
2227 {
2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2229 return;
2230 }
2231
2232 if (armor->type != ARMOUR
2233 && armor->type != CLOAK
2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2235 {
2236 op->failmsg ("Your marked item is not armour!\n");
2237 return;
2238 }
2239
2240 op->statusmsg ("Applying armour enchantment.");
2241 improve_armour (op, tmp, armor);
2242 }
2243
2244 extern void
2245 apply_poison (object *op, object *tmp)
2246 {
2247 if (op->type == PLAYER)
2248 {
2249 op->contr->play_sound (sound_find ("drink_poison"));
2250 op->failmsg ("Yech! That tasted poisonous!");
2251 strcpy (op->contr->killer, "poisonous booze");
2252 }
2253
2254 if (tmp->stats.hp > 0)
2255 {
2256 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2257 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2258 }
2259
2260 op->stats.food -= op->stats.food / 4;
2261 handle_apply_yield (tmp);
2262 tmp->decrease ();
2263 }
2264
2265 /**
2266 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2267 * A valid 2 way exit means:
2268 * -You can come back (there is another exit at the other side)
2269 * -You are
2270 * ° the owner of the exit
2271 * ° or in the same party as the owner
2272 *
2273 * Note: a owner in a 2 way exit is saved as the owner's name
2274 * in the field exit->name cause the field exit->owner doesn't
2275 * survive in the swapping (in fact the whole exit doesn't survive).
2276 */
2277 int
2278 is_legal_2ways_exit (object *op, object *exit)
2279 {
2280 if (exit->stats.exp != 1)
2281 return 1; /*This is not a 2 way, so it is legal */
2282
2283 #if 0 //TODO
2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285 return 0; /* This is a reset town portal */
2286 #endif
2287
2288 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2289
2290 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2291
2292 if (exitmap)
2293 {
2294 exitmap->load_sync ();
2295
2296 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2297
2298 if (!tmp)
2299 return 0;
2300
2301 for (; tmp; tmp = tmp->above)
2302 {
2303 if (tmp->type != EXIT)
2304 continue; /*Not an exit */
2305
2306 if (!EXIT_PATH (tmp))
2307 continue; /*Not a valid exit */
2308
2309 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2310 continue; /*Not in the same place */
2311
2312 if (exit->map->path != EXIT_PATH (tmp))
2313 continue; /*Not in the same map */
2314
2315 /* From here we have found the exit is valid. However we do
2316 * here the check of the exit owner. It is important for the
2317 * town portals to prevent strangers from visiting your appartments
2318 */
2319 if (!exit->race)
2320 return 1; /*No owner, free for all! */
2321
2322 object *exit_owner = 0;
2323
2324 for_all_players (pp)
2325 {
2326 if (!pp->ob)
2327 continue;
2328
2329 if (pp->ob->name != exit->race)
2330 continue;
2331
2332 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2333 break;
2334 }
2335
2336 if (!exit_owner)
2337 return 0; /* No more owner */
2338
2339 if (exit_owner->contr == op->contr)
2340 return 1; /*It is your exit */
2341
2342 if (exit_owner && /*There is a owner */
2343 (op->contr) && /*A player tries to pass */
2344 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2345 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2346 return 0;
2347
2348 return 1;
2349 }
2350 }
2351
2352 return 0;
2353 }
2354
2355 /**
2356 * Main apply handler.
2357 *
2358 * Checks for unpaid items before applying.
2359 *
2360 * Return value:
2361 * 0: player or monster can't apply objects of that type
2362 * 1: has been applied, or there was an error applying the object
2363 * 2: objects of that type can't be applied if not in inventory
2364 *
2365 * op is the object that is causing object to be applied, tmp is the object
2366 * being applied.
2367 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special
2370 */
2371 int
2372 manual_apply (object *op, object *tmp, int aflag)
2373 {
2374 if (tmp->head)
2375 tmp = tmp->head;
2376
2377 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2378 {
2379 if (op->type == PLAYER)
2380 {
2381 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2382 return 1;
2383 }
2384 else
2385 return 0; /* monsters just skip unpaid items */
2386 }
2387
2388 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2389 return RESULT_INT (0);
2390
2391 switch (tmp->type)
2392 {
2393 case CF_HANDLE:
2394 op->play_sound (sound_find ("turn_handle"));
2395 op->statusmsg ("You turn the handle.");
2396 tmp->value = tmp->value ? 0 : 1;
2397 SET_ANIMATION (tmp, tmp->value);
2398 update_object (tmp, UP_OBJ_FACE);
2399 push_button (tmp);
2400 return 1;
2401
2402 case TRIGGER:
2403 if (check_trigger (tmp, op))
2404 {
2405 op->statusmsg ("You turn the handle.");
2406 op->play_sound (sound_find ("turn_handle"));
2407 }
2408 else
2409 op->failmsg ("The handle doesn't move.");
2410
2411 return 1;
2412
2413 case EXIT:
2414 if (op->type != PLAYER)
2415 return 0;
2416
2417 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2418 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2419 else
2420 {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2423 op->statusmsg (tmp->msg, NDI_NAVY);
2424
2425 op->enter_exit (tmp);
2426 }
2427
2428 return 1;
2429
2430 case INSCRIBABLE:
2431 op->statusmsg (tmp->msg);
2432 // maybe show a spell menu to chose from or something like that
2433 return 1;
2434
2435 case SIGN:
2436 apply_sign (op, tmp, 0);
2437 return 1;
2438
2439 case BOOK:
2440 if (op->type == PLAYER)
2441 {
2442 apply_book (op, tmp);
2443 return 1;
2444 }
2445 else
2446 return 0;
2447
2448 case SKILLSCROLL:
2449 if (op->type == PLAYER)
2450 {
2451 apply_skillscroll (op, tmp);
2452 return 1;
2453 }
2454 else
2455 return 0;
2456
2457 case SPELLBOOK:
2458 if (op->type == PLAYER)
2459 {
2460 apply_spellbook (op, tmp);
2461 return 1;
2462 }
2463 else
2464 return 0;
2465
2466 case SCROLL:
2467 apply_scroll (op, tmp, 0);
2468 return 1;
2469
2470 case POTION:
2471 apply_potion (op, tmp);
2472 return 1;
2473
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */
2475 //TODO: remove, as it is unsed?
2476 case CLOSE_CON:
2477 apply_container (op, tmp->env);
2478 return 1;
2479
2480 case CONTAINER:
2481 apply_container (op, tmp);
2482 return 1;
2483
2484 case TREASURE:
2485 if (op->type == PLAYER)
2486 {
2487 apply_treasure (op, tmp);
2488 return 1;
2489 }
2490 else
2491 return 0;
2492
2493 case WEAPON:
2494 case ARMOUR:
2495 case BOOTS:
2496 case GLOVES:
2497 case AMULET:
2498 case GIRDLE:
2499 case BRACERS:
2500 case SHIELD:
2501 case HELMET:
2502 case RING:
2503 case CLOAK:
2504 case WAND:
2505 case ROD:
2506 case HORN:
2507 case SKILL:
2508 case BOW:
2509 case LAMP:
2510 case BUILDER:
2511 case SKILL_TOOL:
2512 if (tmp->env != op)
2513 return 2; /* not in inventory */
2514
2515 apply_special (op, tmp, aflag);
2516 return 1;
2517
2518 case DRINK:
2519 case FOOD:
2520 case FLESH:
2521 apply_food (op, tmp);
2522 return 1;
2523
2524 case POISON:
2525 apply_poison (op, tmp);
2526 return 1;
2527
2528 case SAVEBED:
2529 return 1;
2530
2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER)
2533 {
2534 apply_armour_improver (op, tmp);
2535 return 1;
2536 }
2537 else
2538 return 0;
2539
2540 case WEAPON_IMPROVER:
2541 check_improve_weapon (op, tmp);
2542 return 1;
2543
2544 case CLOCK:
2545 if (op->type == PLAYER)
2546 {
2547 char buf[MAX_BUF];
2548 timeofday_t tod;
2549
2550 get_tod (&tod);
2551 op->play_sound (sound_find ("sound_clock"));
2552 op->statusmsg (format (
2553 "It is %d minute%s past %d o'clock %s",
2554 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2555 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2556 ));
2557 return 1;
2558 }
2559 else
2560 return 0;
2561
2562 case MENU:
2563 if (op->type == PLAYER)
2564 {
2565 shop_listing (tmp, op);
2566 return 1;
2567 }
2568 else
2569 return 0;
2570
2571 case POWER_CRYSTAL:
2572 apply_power_crystal (op, tmp); /* see egoitem.c */
2573 return 1;
2574
2575 case LIGHTER: /* for lighting torches/lanterns/etc */
2576 if (op->type == PLAYER)
2577 {
2578 apply_lighter (op, tmp);
2579 return 1;
2580 }
2581 else
2582 return 0;
2583
2584 case ITEM_TRANSFORMER:
2585 apply_item_transformer (op, tmp);
2586 return 1;
2587
2588 default:
2589 return 0;
2590 }
2591 }
2592
2593
2594 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2595 * messages as needed by player_apply_below(). But there can still be
2596 * "but you are floating high above the ground" messages.
2597 *
2598 * Same return value as apply() function.
2599 */
2600 int
2601 player_apply (object *pl, object *op, int aflag, int quiet)
2602 {
2603 int tmp;
2604
2605 if (op->env && (pl->move_type & MOVE_FLYING))
2606 {
2607 /* player is flying and applying object not in inventory */
2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2609 {
2610 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2611 return 0;
2612 }
2613 }
2614
2615 pl->contr->last_used = op;
2616
2617 tmp = manual_apply (pl, op, aflag);
2618 if (!quiet)
2619 {
2620 if (tmp == 0)
2621 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2622 else if (tmp == 2)
2623 pl->failmsg ("You must get it first!\n");
2624 }
2625
2626 return tmp;
2627 }
2628
2629 /**
2630 * player_apply_below attempts to apply the object 'below' the player.
2631 * If the player has an open container, we use that for below, otherwise
2632 * we use the ground.
2633 */
2634 void
2635 player_apply_below (object *pl)
2636 {
2637 int floors = 0;
2638
2639 /* If using a container, set the starting item to be the top
2640 * item in the container. Otherwise, use the map.
2641 * This is perhaps more complicated. However, I want to make sure that
2642 * we don't use a corrupt pointer for the next object, so we get the
2643 * next object in the stack before applying. This is can only be a
2644 * problem if player_apply() has a bug in that it uses the object but does
2645 * not return a proper value.
2646 */
2647 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2648 {
2649 next = tmp->below;
2650
2651 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2652 floors++;
2653 else if (floors > 0)
2654 return; /* process only floor objects after first floor object */
2655
2656 /* If it is visible, player can apply it. If it is applied by
2657 * person moving on it, also activate. Added code to make it
2658 * so that at least one of players movement types be that which
2659 * the item needs.
2660 */
2661 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2662 {
2663 if (player_apply (pl, tmp, 0, 1) == 1)
2664 return;
2665 }
2666 if (floors >= 2)
2667 return; /* process at most two floor objects */
2668 }
2669 }
2670
2671 /**
2672 * Unapplies specified item.
2673 * No check done on cursed/damned.
2674 * Break this out of apply_special - this is just done
2675 * to keep the size of apply_special to a more managable size.
2676 */
2677 static int
2678 unapply_special (object *who, object *op, int aflags)
2679 {
2680 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2681 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2682 return RESULT_INT (0);
2683
2684 CLEAR_FLAG (op, FLAG_APPLIED);
2685
2686 switch (op->type)
2687 {
2688 case SKILL_TOOL:
2689 // unapplying a skill tool should also unapply the skill it governs
2690 // but this is hard, as it shouldn't do so when the skill can
2691 // be used for other reasons
2692 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2693 if (tmp->skill == op->skill
2694 && tmp->type == SKILL
2695 && tmp->flag [FLAG_APPLIED]
2696 && !tmp->flag [FLAG_CAN_USE_SKILL])
2697 unapply_special (who, tmp, 0);
2698
2699 change_abil (who, op);
2700 break;
2701
2702 case WEAPON:
2703 if (player *pl = who->contr)
2704 if (op == pl->combat_ob)
2705 {
2706 pl->combat_ob = 0;
2707 who->change_weapon (pl->ranged_ob);
2708 }
2709
2710 who->statusmsg (format ("You unwield %s.", query_name (op)));
2711
2712 change_abil (who, op);
2713 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2714 break;
2715
2716 case SKILL:
2717 if (who->contr)
2718 {
2719 if (!op->invisible)
2720 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2721 else
2722 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2723 }
2724
2725 change_abil (who, op);
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break;
2728
2729 case ARMOUR:
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op);
2741 break;
2742
2743 case LAMP:
2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2747 object *tmp2 = arch_to_object (op->other_arch);
2748 tmp2->x = op->x;
2749 tmp2->y = op->y;
2750 tmp2->map = op->map;
2751 tmp2->below = op->below;
2752 tmp2->above = op->above;
2753 tmp2->stats.food = op->stats.food;
2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2755
2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2758
2759 if (who->contr)
2760 esrv_del_item (who->contr, op->count);
2761
2762 op->destroy ();
2763 insert_ob_in_ob (tmp2, who);
2764 who->update_stats ();
2765
2766 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2767 {
2768 if (who->contr)
2769 {
2770 who->failmsg ("Oops, it feels deadly cold!");
2771 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2772 }
2773 }
2774
2775 if (who->contr)
2776 esrv_send_item (who, tmp2);
2777 }
2778
2779 return 1; /* otherwise, an attempt to drop causes problems */
2780
2781 case BOW:
2782 case WAND:
2783 case ROD:
2784 case HORN:
2785 if (player *pl = who->contr)
2786 {
2787 if (op == pl->ranged_ob)
2788 {
2789 pl->ranged_ob = 0;
2790 who->change_weapon (pl->combat_ob);
2791 }
2792
2793 who->statusmsg (format ("You unready %s.", query_name (op)));
2794 }
2795 else
2796 {
2797 who->change_skill (0);
2798
2799 if (op->type == BOW)
2800 CLEAR_FLAG (who, FLAG_READY_BOW);
2801 else
2802 CLEAR_FLAG (who, FLAG_READY_RANGE);
2803 }
2804
2805 break;
2806
2807 case BUILDER:
2808 if (who->contr)
2809 who->statusmsg (format ("You unready %s.", query_name (op)));
2810 break;
2811
2812 default:
2813 who->statusmsg (format ("You unapply %s.", query_name (op)));
2814 break;
2815 }
2816
2817 who->update_stats ();
2818
2819 if (!(aflags & AP_NO_MERGE))
2820 {
2821 object *tmp = merge_ob (op, 0);
2822
2823 if (who->contr)
2824 {
2825 if (tmp)
2826 { /* it was merged */
2827 esrv_del_item (who->contr, op->count);
2828 op = tmp;
2829 }
2830
2831 esrv_send_item (who, op);
2832 }
2833 }
2834
2835 return 0;
2836 }
2837
2838 /**
2839 * Returns the object that is using location 'loc'.
2840 * Note that 'start' is the first object to start examing - we
2841 * then go through the below of this. In this way, you can do
2842 * something like:
2843 * tmp = get_next_item_from_body_location(who->inv, 1);
2844 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2845 * to find the second object that may use this location, etc.
2846 * Returns NULL if no match is found.
2847 * loc is the index into the array we are looking for a match.
2848 * don't return invisible objects unless they are skill objects
2849 * invisible other objects that use
2850 * up body locations can be used as restrictions.
2851 */
2852 static object *
2853 get_next_item_from_body_location (int loc, object *start)
2854 {
2855 for (object *tmp = start; tmp; tmp = tmp->below)
2856 if (tmp->flag [FLAG_APPLIED]
2857 && tmp->slot[loc].info
2858 && (!tmp->invisible || tmp->type == SKILL))
2859 return tmp;
2860
2861 return 0;
2862 }
2863
2864 /**
2865 * 'op' wants to apply an object, but can't because of other equipment.
2866 * This should only be called when it is known
2867 * that there are objects to unapply. This makes pretty heavy
2868 * use of get_item_from_body_location. It makes no intelligent choice
2869 * on objects - rather, the first that is matched is used.
2870 * Returns 0 on success, returns 1 if there is some problem.
2871 * if aflags is AP_PRINT, we instead print out waht to unapply
2872 * instead of doing it. This is a lot less code than having
2873 * another function that does just that.
2874 */
2875
2876 #define CANNOT_REMOVE_CURSED \
2877 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2878 "Praying over an altar, scrolls of remove curse/damnation, " \
2879 "priests or even other players might help.>"
2880
2881 int
2882 unapply_for_ob (object *who, object *op, int aflags)
2883 {
2884 if (op->is_range ())
2885 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2886 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2887 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2888 {
2889 if (aflags & AP_PRINT)
2890 who->failmsg (query_name (tmp));
2891 else
2892 unapply_special (who, tmp, aflags);
2893 }
2894 else
2895 {
2896 /* In this case, we want to try and remove a cursed item.
2897 * While we know it won't work, we want unapply_special to
2898 * at least generate the message.
2899 */
2900 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2901 return 1;
2902 }
2903
2904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2905 {
2906 /* this used up a slot that we need to free */
2907 if (op->slot[i].info)
2908 {
2909 object *last = who->inv;
2910
2911 /* We do a while loop - may need to remove several items in order
2912 * to free up enough slots.
2913 */
2914 while ((who->slot[i].used + op->slot[i].info) < 0)
2915 {
2916 object *tmp = get_next_item_from_body_location (i, last);
2917
2918 if (!tmp)
2919 {
2920 #if 0
2921 /* Not a bug - we'll get this if the player has cursed items
2922 * equipped.
2923 */
2924 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2925 #endif
2926 return 1;
2927 }
2928
2929 /* If we are just printing, we don't care about cursed status */
2930 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2931 {
2932 if (aflags & AP_PRINT)
2933 who->failmsg (query_name (tmp));
2934 else
2935 unapply_special (who, tmp, aflags);
2936 }
2937 else
2938 {
2939 /* Cursed item that we can't unequip - tell the player.
2940 * Note this could be annoying if this is just one of a few,
2941 * so it may not be critical (eg, putting on a ring and you have
2942 * one cursed ring.)
2943 */
2944 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2945 }
2946
2947 last = tmp->below;
2948 }
2949 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2950 * return in the !tmp would have kicked in.
2951 */
2952 } /* if op is using this body location */
2953 } /* for body lcoations */
2954
2955 return 0;
2956 }
2957
2958 /**
2959 * Checks to see if 'who' can apply object 'op'.
2960 * Returns 0 if apply can be done without anything special.
2961 * Otherwise returns a bitmask - potentially several of these may be
2962 * set, but largely depends on circumstance - in the future, processing
2963 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2964 * is set, do we really care what the other flags may be?)
2965 *
2966 * See include/define.h for detailed description of the meaning of
2967 * these return values.
2968 */
2969 int
2970 can_apply_object (object *who, object *op)
2971 {
2972 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2973 return RESULT_INT (0);
2974
2975 int retval = 0;
2976 object *tmp = 0, *ws = 0;
2977
2978 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2979 {
2980 if (op->slot[i].info)
2981 {
2982 /* Item uses more slots than we have */
2983 if (who->slot[i].info + op->slot [i].info < 0)
2984 {
2985 /* Could return now for efficiency - rest of info below isn't
2986 * really needed.
2987 */
2988 retval |= CAN_APPLY_NEVER;
2989 }
2990 else if (who->slot[i].used + op->slot[i].info < 0)
2991 {
2992 /* in this case, equipping this would use more free spots than
2993 * we have.
2994 */
2995
2996 /* if we have an applied weapon/shield, and unapply it would free
2997 * enough slots to equip the new item, then just set "can
2998 * apply unapply". We don't care about the logic below - if you have a
2999 * shield equipped and try to equip another shield, there is only
3000 * one choice. However, the check for the number of body locations
3001 * does take into the account cases where what is being applied
3002 * may be two handed for example.
3003 */
3004 if (ws)
3005 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3006 {
3007 retval |= CAN_APPLY_UNAPPLY;
3008 continue;
3009 }
3010
3011 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3012 if (!tmp1)
3013 {
3014 #if 0
3015 /* This is sort of an error, but happens a lot when old players
3016 * join in with more stuff equipped than they are now allowed.
3017 */
3018 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3019 #endif
3020 retval |= CAN_APPLY_NEVER;
3021 }
3022 else
3023 {
3024 /* need to unapply something. However, if this something
3025 * is different than we had found before, it means they need
3026 * to apply multiple objects
3027 */
3028 retval |= CAN_APPLY_UNAPPLY;
3029
3030 if (!tmp)
3031 tmp = tmp1;
3032 else if (tmp != tmp1)
3033 retval |= CAN_APPLY_UNAPPLY_MULT;
3034
3035 /* This object isn't using up all the slots, so there must
3036 * be another. If so, and it the new item doesn't need all
3037 * the slots, the player then has a choice.
3038 */
3039 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3040 && abs (op->slot[i].info) < who->slot[i].info)
3041 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3042
3043 /* Does unequippint 'tmp1' free up enough slots for this to be
3044 * equipped? If not, there must be something else to unapply.
3045 */
3046 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3047 retval |= CAN_APPLY_UNAPPLY_MULT;
3048 }
3049 } /* if not enough free slots */
3050 } /* if this object uses location i */
3051 } /* for i -> num_body_locations loop */
3052
3053 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3054 * really be controlled by use of body locations. We do have
3055 * the weapon/shield checks, and the range checks for monsters,
3056 * because you can't control those just by body location - bows, shields,
3057 * and weapons all use the same slot. Similar for horn/rod/wand - they
3058 * all use the same location.
3059 */
3060 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3061 retval |= CAN_APPLY_RESTRICTION;
3062
3063 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3064 retval |= CAN_APPLY_RESTRICTION;
3065
3066 if (who->type != PLAYER)
3067 {
3068 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3069 retval |= CAN_APPLY_RESTRICTION;
3070
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3072 retval |= CAN_APPLY_RESTRICTION;
3073
3074 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3075 retval |= CAN_APPLY_RESTRICTION;
3076
3077 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3078 retval |= CAN_APPLY_RESTRICTION;
3079 }
3080
3081 return retval;
3082 }
3083
3084 /**
3085 * who is the object using the object. It can be a monster.
3086 * op is the object they are using. op is an equipment type item,
3087 * eg, one which you put on and keep on for a while, and not something
3088 * like a potion or scroll.
3089 *
3090 * function returns 1 if the action could not be completed, 0 on
3091 * success. However, success is a matter of meaning - if the
3092 * user passes the 'apply' flag to an object already applied,
3093 * nothing is done, and 0 is returned.
3094 *
3095 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3096 * AP_UNAPPLY=always unapply).
3097 *
3098 * Optional flags:
3099 * AP_NO_MERGE: don't merge an unapplied object with other objects
3100 * AP_IGNORE_CURSE: unapply cursed items
3101 * AP_NO_READY: do not ready skills when applying skill tools
3102 *
3103 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3104 *
3105 * apply_special() doesn't check for unpaid items.
3106 */
3107
3108 #define LACK_ITEM_POWER \
3109 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3110
3111 int
3112 apply_special (object *who, object *op, int aflags)
3113 {
3114 int basic_flag = aflags & AP_BASIC_FLAGS;
3115 object *tmp, *tmp2, *skop = NULL;
3116
3117 if (who == NULL)
3118 {
3119 LOG (llevError, "apply_special() from object without environment.\n");
3120 return 1;
3121 }
3122
3123 if (op->env != who)
3124 return 1; /* op is not in inventory */
3125
3126 /* trying to unequip op */
3127 if (QUERY_FLAG (op, FLAG_APPLIED))
3128 {
3129 /* always apply, so no reason to unapply */
3130 if (basic_flag == AP_APPLY)
3131 return 0;
3132
3133 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3134 {
3135 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3136 return 1;
3137 }
3138
3139 return unapply_special (who, op, aflags);
3140 }
3141
3142 if (basic_flag == AP_UNAPPLY)
3143 return 0;
3144
3145 // if the item is combat/ranged, wield the relevant slot first
3146 // to resolve conflicts.
3147 if (player *pl = who->contr)
3148 switch (op->slottype ())
3149 {
3150 case slot_combat: who->change_weapon (pl->combat_ob); break;
3151 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3152 }
3153
3154 splay (op);
3155
3156 /* Can't just apply this object. Lets see what not and what to do */
3157 if (int i = can_apply_object (who, op))
3158 {
3159 if (i & CAN_APPLY_NEVER)
3160 {
3161 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3162 return 1;
3163 }
3164 else if (i & CAN_APPLY_RESTRICTION)
3165 {
3166 who->failmsg (format (
3167 "You have a prohibition against using a %s. "
3168 "H<Your belief, profession or class prevents you from applying this item.>",
3169 query_name (op)
3170 ));
3171 return 1;
3172 }
3173
3174 if (who->type != PLAYER)
3175 {
3176 /* Some error, so don't try to equip something more */
3177 if (unapply_for_ob (who, op, aflags))
3178 return 1;
3179 }
3180 else
3181 {
3182 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3183 {
3184 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3185 unapply_for_ob (who, op, AP_PRINT);
3186 return 1;
3187 }
3188 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3189 if (unapply_for_ob (who, op, aflags))
3190 return 1;
3191 }
3192 }
3193
3194 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3195 {
3196 skop = find_skill_by_name (who, op->skill);
3197
3198 if (!skop)
3199 {
3200 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3201 return 1;
3202 }
3203 else
3204 /* While experience will be credited properly, we want to change the
3205 * skill so that the dam and wc get updated
3206 */
3207 who->change_skill (skop);
3208 }
3209
3210 if (who->type == PLAYER
3211 && op->item_power
3212 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3213 {
3214 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3215 return 1;
3216 }
3217
3218 /* Ok. We are now at the state where we can apply the new object.
3219 * Note that we don't have the checks for can_use_...
3220 * below - that is already taken care of by can_apply_object.
3221 */
3222 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3223
3224 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3225 return RESULT_INT (0);
3226
3227 switch (op->type)
3228 {
3229 case WEAPON:
3230 if (!check_weapon_power (who, op->last_eat))
3231 {
3232 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3233
3234 if (tmp)
3235 insert_ob_in_ob (tmp, who);
3236
3237 return 1;
3238 }
3239
3240 //TODO: this obviously fails for players using a shorter prefix
3241 // i.e. "R" can use Ragnarok's sword.
3242 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3243 {
3244 /* if the weapon does not have the name as the character, can't use it. */
3245 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3246 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3247
3248 if (tmp)
3249 insert_ob_in_ob (tmp, who);
3250
3251 return 1;
3252 }
3253
3254 if (!skop)
3255 {
3256 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3257 return 1;
3258 }
3259
3260 SET_FLAG (op, FLAG_APPLIED);
3261 who->change_skill (skop);
3262
3263 if (who->contr)
3264 who->change_weapon (who->contr->combat_ob = op);
3265
3266 who->statusmsg (format ("You wield %s.", query_name (op)));
3267
3268 SET_FLAG (who, FLAG_READY_WEAPON);
3269 change_abil (who, op);
3270 break;
3271
3272 case ARMOUR:
3273 case HELMET:
3274 case SHIELD:
3275 case BOOTS:
3276 case GLOVES:
3277 case GIRDLE:
3278 case BRACERS:
3279 case CLOAK:
3280 case RING:
3281 case AMULET:
3282 SET_FLAG (op, FLAG_APPLIED);
3283 who->statusmsg (format ("You wear %s.", query_name (op)));
3284 change_abil (who, op);
3285 break;
3286
3287 case LAMP:
3288 if (op->stats.food < 1)
3289 {
3290 who->failmsg (format (
3291 "Your %s is out of fuel! "
3292 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3293 &op->name
3294 ));
3295 return 1;
3296 }
3297
3298 who->statusmsg (format ("You turn on your %s.", &op->name));
3299
3300 tmp2 = arch_to_object (op->other_arch);
3301 tmp2->stats.food = op->stats.food;
3302 SET_FLAG (tmp2, FLAG_APPLIED);
3303
3304 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3305 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3306
3307 insert_ob_in_ob (tmp2, who);
3308
3309 /* Remove the old lantern */
3310 if (who->type == PLAYER)
3311 esrv_del_item (who->contr, op->count);
3312
3313 op->destroy ();
3314
3315 /* insert the portion that was split off */
3316 if (tmp)
3317 {
3318 insert_ob_in_ob (tmp, who);
3319 if (who->type == PLAYER)
3320 esrv_send_item (who, tmp);
3321 }
3322
3323 who->update_stats ();
3324
3325 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3326 if (who->type == PLAYER)
3327 {
3328 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3329 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3330 }
3331
3332 if (who->type == PLAYER)
3333 esrv_send_item (who, tmp2);
3334
3335 return 0;
3336
3337 case SKILL_TOOL:
3338 // applying a skill tool also readies the skill
3339 SET_FLAG (op, FLAG_APPLIED);
3340
3341 if (!(aflags & AP_NO_READY))
3342 {
3343 skop = find_skill_by_name (who, op->skill);
3344 if (!skop->flag [FLAG_APPLIED])
3345 apply_special (who, skop, AP_APPLY);
3346 }
3347 break;
3348
3349 case SKILL:
3350 if (player *pl = who->contr)
3351 {
3352 if (IS_COMBAT_SKILL (op->subtype))
3353 {
3354 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3355 {
3356 for (object *item = who->inv; item; item = item->below)
3357 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3358 {
3359 if (item->skill == op->skill)
3360 {
3361 who->change_weapon (pl->combat_ob = item);
3362 goto found_weapon;
3363 }
3364 }
3365
3366 who->failmsg (format (
3367 "You need to apply a '%s' melee weapon before readying this skill. "
3368 "H<Some skills need an item, in this case a melee weapon, to function.>",
3369 &op->skill
3370 ));
3371 return 1;
3372
3373 found_weapon:;
3374 }
3375 else
3376 who->change_weapon (pl->combat_ob = op);
3377 }
3378 else if (IS_RANGED_SKILL (op->subtype))
3379 {
3380 if (skill_flags [op->subtype] & SF_NEED_BOW)
3381 {
3382 for (object *item = who->inv; item; item = item->below)
3383 if (item->type == BOW && item->flag [FLAG_APPLIED])
3384 {
3385 //TODO: bows should/must all have skill missile weapon right now
3386 who->change_weapon (pl->ranged_ob = item);
3387 goto found_bow;
3388 }
3389
3390 who->failmsg (
3391 "You need to apply a missile weapon before readying this skill. "
3392 "H<Some skills need an item, in this case a missile weapon, to function.>"
3393 );
3394 return 1;
3395
3396 found_bow:;
3397 }
3398 else
3399 who->change_weapon (pl->ranged_ob = op);
3400 }
3401
3402 if (!op->invisible)
3403 {
3404 who->statusmsg (format (
3405 "You ready %s."
3406 "You can now use the skill: %s.",
3407 query_name (op),
3408 &op->skill
3409 ));
3410 }
3411 else
3412 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3413 }
3414 else
3415 {
3416 SET_FLAG (op, FLAG_APPLIED);
3417 change_abil (who, op);
3418 who->chosen_skill = op;
3419 SET_FLAG (who, FLAG_READY_SKILL);
3420 }
3421
3422 break;
3423
3424 case BOW:
3425 if (!check_weapon_power (who, op->last_eat))
3426 {
3427 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3428
3429 if (tmp)
3430 insert_ob_in_ob (tmp, who);
3431
3432 return 1;
3433 }
3434
3435 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3436 {
3437 who->failmsg ("The weapon does not recognize you as its owner. "
3438 "H<Its name indicates that it belongs to somebody else.>");
3439 if (tmp)
3440 insert_ob_in_ob (tmp, who);
3441
3442 return 1;
3443 }
3444
3445 /*FALLTHROUGH*/
3446 case WAND:
3447 case ROD:
3448 case HORN:
3449 /* check for skill, alter player status */
3450
3451 if (!skop)
3452 {
3453 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3454 return 1;
3455 }
3456
3457 SET_FLAG (op, FLAG_APPLIED);
3458 who->change_skill (skop);
3459
3460 if (who->contr)
3461 {
3462 who->contr->ranged_ob = op;
3463
3464 who->statusmsg (format ("You ready %s.", query_name (op)));
3465
3466 if (op->type == BOW)
3467 {
3468 who->current_weapon = op;
3469 change_abil (who, op);
3470 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3471 }
3472 }
3473 else
3474 {
3475 if (op->type == BOW)
3476 SET_FLAG (who, FLAG_READY_BOW);
3477 else
3478 SET_FLAG (who, FLAG_READY_RANGE);
3479 }
3480
3481 break;
3482
3483 case BUILDER:
3484 if (who->type == PLAYER)
3485 {
3486 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3487 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3488 unapply_special (who, who->contr->ranged_ob, 0);
3489
3490 who->statusmsg (format ("You ready your %s.", query_name (op)));
3491
3492 who->contr->ranged_ob = op;
3493 }
3494 break;
3495
3496 default:
3497 who->statusmsg (format ("You apply %s.", query_name (op)));
3498 }
3499
3500 SET_FLAG (op, FLAG_APPLIED);
3501
3502 if (tmp)
3503 tmp = insert_ob_in_ob (tmp, who);
3504
3505 who->update_stats ();
3506
3507 /* We exclude spell casting objects. The fire code will set the
3508 * been applied flag when they are used - until that point,
3509 * you don't know anything about them.
3510 */
3511 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3512 SET_FLAG (op, FLAG_BEEN_APPLIED);
3513
3514 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3515 if (who->type == PLAYER)
3516 {
3517 who->failmsg (
3518 "Oops, it feels deadly cold! "
3519 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3520 );
3521 SET_FLAG (op, FLAG_KNOWN_CURSED);
3522 }
3523
3524 if (who->type == PLAYER)
3525 {
3526 /* if multiple objects were applied, update both slots */
3527 if (tmp)
3528 esrv_send_item (who, tmp);
3529
3530 esrv_send_item (who, op);
3531 }
3532
3533 return 0;
3534 }
3535
3536 int
3537 monster_apply_special (object *who, object *op, int aflags)
3538 {
3539 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3540 return 1;
3541
3542 return apply_special (who, op, aflags);
3543 }
3544
3545 /**
3546 * Map was just loaded, handle op's initialisation.
3547 *
3548 * Generates shop floor's item, and treasures.
3549 */
3550 int
3551 auto_apply (object *op)
3552 {
3553 object *tmp = NULL, *tmp2;
3554 int i;
3555
3556 switch (op->type)
3557 {
3558 case SHOP_FLOOR:
3559 if (!op->has_random_items ())
3560 return 0;
3561
3562 do
3563 {
3564 i = 10; /* let's give it 10 tries */
3565 while ((tmp = generate_treasure (op->randomitems,
3566 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3567 if (tmp == NULL)
3568 return 0;
3569 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3570 {
3571 tmp->destroy ();
3572 tmp = NULL;
3573 }
3574 }
3575 while (!tmp);
3576
3577 tmp->x = op->x;
3578 tmp->y = op->y;
3579 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify (tmp);
3583 break;
3584
3585 case TREASURE:
3586 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0;
3588
3589 while (op->stats.hp-- > 0)
3590 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3591 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3592
3593 /* If we generated an object and put it in this object inventory,
3594 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects.
3597 */
3598 for (tmp = op->inv; tmp; tmp = tmp2)
3599 {
3600 tmp2 = tmp->below;
3601 tmp->remove ();
3602
3603 if (op->env)
3604 insert_ob_in_ob (tmp, op->env);
3605 else
3606 tmp->destroy ();
3607 }
3608
3609 op->destroy ();
3610 break;
3611 }
3612 return tmp ? 1 : 0;
3613 }
3614
3615 /**
3616 * fix_auto_apply goes through the entire map every time a map
3617 * is loaded or swapped in and performs special actions for
3618 * certain objects (most initialization of chests and creation of
3619 * treasures and stuff). Calls auto_apply if appropriate.
3620 */
3621 void
3622 maptile::fix_auto_apply ()
3623 {
3624 if (!spaces)
3625 return;
3626
3627 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3628 for (object *tmp = ms->bot; tmp; )
3629 {
3630 object *above = tmp->above;
3631
3632 if (tmp->inv)
3633 {
3634 object *invtmp, *invnext;
3635
3636 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3637 {
3638 invnext = invtmp->below;
3639
3640 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3641 auto_apply (invtmp);
3642 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3643 {
3644 while ((invtmp->stats.hp--) > 0)
3645 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3646
3647 invtmp->randomitems = NULL;
3648 }
3649 else if (invtmp && invtmp->arch
3650 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3651 {
3652 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3653 /* Need to clear this so that we never try to create
3654 * treasure again for this object
3655 */
3656 invtmp->randomitems = NULL;
3657 }
3658 }
3659 /* This is really temporary - the code at the bottom will
3660 * also set randomitems to null. The problem is there are bunches
3661 * of maps/players already out there with items that have spells
3662 * which haven't had the randomitems set to null yet.
3663 * MSW 2004-05-13
3664 *
3665 * And if it's a spellbook, it's better to set randomitems to NULL too,
3666 * else you get two spells in the book ^_-
3667 * Ryo 2004-08-16
3668 */
3669 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3670 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3671 tmp->randomitems = NULL;
3672
3673 }
3674
3675 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3676 auto_apply (tmp);
3677 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3678 {
3679 while ((tmp->stats.hp--) > 0)
3680 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3681 tmp->randomitems = NULL;
3682 }
3683 else if (tmp->type == TIMED_GATE)
3684 {
3685 object *head = tmp->head != NULL ? tmp->head : tmp;
3686
3687 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3688 tmp->set_speed (0);
3689 }
3690 /* This function can be called everytime a map is loaded, even when
3691 * swapping back in. As such, we don't want to create the treasure
3692 * over and ove again, so after we generate the treasure, blank out
3693 * randomitems so if it is swapped in again, it won't make anything.
3694 * This is a problem for the above objects, because they have counters
3695 * which say how many times to make the treasure.
3696 */
3697 else if (tmp && tmp->arch && tmp->type != PLAYER
3698 && tmp->type != TREASURE && tmp->type != SPELL
3699 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3700 {
3701 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3702 tmp->randomitems = NULL;
3703 }
3704
3705 // close all containers
3706 else if (tmp->type == CONTAINER)
3707 tmp->flag [FLAG_APPLIED] = 0;
3708
3709 tmp = above;
3710 }
3711
3712 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3713 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3714 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3715 check_trigger (tmp, tmp->above);
3716 }
3717
3718 /**
3719 * Handles player eating food that temporarily changes status (resistances, stats).
3720 * This used to call cast_change_attr(), but
3721 * that doesn't work with the new spell code. Since we know what
3722 * the food changes, just grab a force and use that instead.
3723 */
3724 void
3725 eat_special_food (object *who, object *food)
3726 {
3727 object *force;
3728 int i, did_one = 0;
3729
3730 force = get_archetype (FORCE_NAME);
3731
3732 for (i = 0; i < NUM_STATS; i++)
3733 if (sint8 k = food->stats.stat (i))
3734 {
3735 force->stats.stat (i) = k;
3736 did_one = 1;
3737 }
3738
3739 /* check if we can protect the eater */
3740 for (i = 0; i < NROFATTACKS; i++)
3741 {
3742 if (food->resist[i] > 0)
3743 {
3744 force->resist[i] = food->resist[i] / 2;
3745 did_one = 1;
3746 }
3747 }
3748
3749 if (did_one)
3750 {
3751 force->set_speed (0.1);
3752 /* bigger morsel of food = longer effect time */
3753 force->duration = food->stats.food / 5;
3754 SET_FLAG (force, FLAG_APPLIED);
3755 change_abil (who, force);
3756 insert_ob_in_ob (force, who);
3757 }
3758 else
3759 force->destroy ();
3760
3761 /* check for hp, sp change */
3762 if (food->stats.hp != 0)
3763 {
3764 if (QUERY_FLAG (food, FLAG_CURSED))
3765 {
3766 assign (who->contr->killer, food->name);
3767 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3768 who->failmsg ("Eck!...that was poisonous!");
3769 }
3770 else
3771 {
3772 if (food->stats.hp > 0)
3773 who->statusmsg ("You begin to feel better.");
3774 else
3775 who->failmsg ("Eck!...that was poisonous!");
3776
3777 who->stats.hp += food->stats.hp;
3778 }
3779 }
3780 if (food->stats.sp != 0)
3781 {
3782 if (QUERY_FLAG (food, FLAG_CURSED))
3783 {
3784 who->failmsg ("You are drained of mana!");
3785 who->stats.sp -= food->stats.sp;
3786 if (who->stats.sp < 0)
3787 who->stats.sp = 0;
3788 }
3789 else
3790 {
3791 who->statusmsg ("You feel a rush of magical energy!");
3792 who->stats.sp += food->stats.sp;
3793 /* place limit on max sp from food? */
3794 }
3795 }
3796
3797 who->update_stats ();
3798 }
3799
3800 /**
3801 * Designed primarily to light torches/lanterns/etc.
3802 * Also burns up burnable material too. First object in the inventory is
3803 * the selected object to "burn". -b.t.
3804 */
3805 void
3806 apply_lighter (object *who, object *lighter)
3807 {
3808 object *item;
3809 int is_player_env = 0;
3810
3811 item = find_marked_object (who);
3812 if (item)
3813 {
3814 if (lighter->last_eat && lighter->stats.food)
3815 { /* lighter gets used up */
3816 /* Split multiple lighters if they're being used up. Otherwise *
3817 * one charge from each would be used up. --DAMN */
3818 if (lighter->nrof > 1)
3819 {
3820 object *oneLighter = lighter->clone ();
3821
3822 lighter->nrof -= 1;
3823 oneLighter->nrof = 1;
3824 oneLighter->stats.food--;
3825 esrv_send_item (who, lighter);
3826 oneLighter = insert_ob_in_ob (oneLighter, who);
3827 esrv_send_item (who, oneLighter);
3828 }
3829 else
3830 lighter->stats.food--;
3831 }
3832 else if (lighter->last_eat)
3833 {
3834 /* no charges left in lighter */
3835 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3836 return;
3837 }
3838
3839 /* Perhaps we should split what we are trying to light on fire?
3840 * I can't see many times when you would want to light multiple
3841 * objects at once.
3842 */
3843
3844 if (who == item->in_player ())
3845 is_player_env = 1;
3846
3847 save_throw_object (item, AT_FIRE, who);
3848
3849 if (item->destroyed ())
3850 {
3851 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3852 /* Need to update the player so that the players glow radius
3853 * gets changed.
3854 */
3855 if (is_player_env)
3856 who->update_stats ();
3857 }
3858 else
3859 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3860 }
3861 else
3862 who->failmsg ("You need to mark a lightable object.");
3863 }
3864
3865 /**
3866 * op made some mistake with a scroll, this takes care of punishment.
3867 * scroll_failure()- hacked directly from spell_failure
3868 */
3869 void
3870 scroll_failure (object *op, int failure, int power)
3871 {
3872 if (abs (failure / 4) > power)
3873 power = abs (failure / 4); /* set minimum effect */
3874
3875 if (failure <= -1 && failure > -15)
3876 { /* wonder */
3877 object *tmp;
3878
3879 op->failmsg ("Your spell warps!");
3880 tmp = get_archetype (SPELL_WONDER);
3881 cast_wonder (op, op, 0, tmp);
3882 tmp->destroy ();
3883 }
3884 else if (failure <= -15 && failure > -35)
3885 { /* drain mana */
3886 op->failmsg ("Your mana is drained!");
3887 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3888 if (op->stats.sp < 0)
3889 op->stats.sp = 0;
3890 }
3891 else if (settings.spell_failure_effects == TRUE)
3892 {
3893 if (failure <= -35 && failure > -60)
3894 { /* confusion */
3895 op->failmsg ("The magic recoils on you!");
3896 confuse_player (op, op, power);
3897 }
3898 else if (failure <= -60 && failure > -70)
3899 { /* paralysis */
3900 op->failmsg ("The magic recoils and paralyzes you!");
3901 paralyze_player (op, op, power);
3902 }
3903 else if (failure <= -70 && failure > -80)
3904 { /* blind */
3905 op->failmsg ("The magic recoils on you!");
3906 blind_player (op, op, power);
3907 }
3908 else if (failure <= -80)
3909 { /* blast the immediate area */
3910 object *tmp = get_archetype (LOOSE_MANA);
3911 cast_magic_storm (op, tmp, power);
3912 op->failmsg ("You unleash uncontrolled mana!");
3913 tmp->destroy ();
3914 }
3915 }
3916 }
3917
3918 void
3919 apply_changes_to_player (object *pl, object *change)
3920 {
3921 int excess_stat = 0; /* if the stat goes over the maximum
3922 for the race, put the excess stat some
3923 where else. */
3924
3925 switch (change->type)
3926 {
3927 case CLASS:
3928 {
3929 living *stats = &(pl->contr->orig_stats);
3930 living *ns = &(change->stats);
3931 object *walk;
3932 int flag_change_face = 1;
3933
3934 /* the following code assigns stats up to the stat max
3935 * for the race, and if the stat max is exceeded,
3936 * tries to randomly reassign the excess stat
3937 */
3938 int i, j;
3939
3940 for (i = 0; i < NUM_STATS; i++)
3941 {
3942 int race_bonus = pl->arch->stats.stat (i);
3943 sint8 stat = stats->stat (i) + ns->stat (i);
3944
3945 if (stat > 20 + race_bonus)
3946 {
3947 excess_stat++;
3948 stat = 20 + race_bonus;
3949 }
3950
3951 stats->stat (i) = stat;
3952 }
3953
3954 for (j = 0; excess_stat > 0 && j < 100; j++)
3955 { /* try 100 times to assign excess stats */
3956 int i = rndm (0, 6);
3957
3958 if (i == CHA)
3959 continue; /* exclude cha from this */
3960
3961 int stat = stats->stat (i);
3962 int race_bonus = pl->arch->stats.stat (i);
3963 if (stat < 20 + race_bonus)
3964 {
3965 change_attr_value (stats, i, 1);
3966 excess_stat--;
3967 }
3968 }
3969
3970 /* insert the randomitems from the change's treasurelist into
3971 * the player ref: player.c
3972 */
3973 if (change->randomitems != NULL)
3974 give_initial_items (pl, change->randomitems);
3975
3976 /* set up the face, for some races. */
3977
3978 /* first, look for the force object banning
3979 * changing the face. Certain races never change face with class.
3980 */
3981 for (walk = pl->inv; walk != NULL; walk = walk->below)
3982 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3983 flag_change_face = 0;
3984
3985 if (flag_change_face)
3986 {
3987 pl->animation_id = GET_ANIM_ID (change);
3988 pl->face = change->face;
3989
3990 if (QUERY_FLAG (change, FLAG_ANIMATE))
3991 SET_FLAG (pl, FLAG_ANIMATE);
3992 else
3993 CLEAR_FLAG (pl, FLAG_ANIMATE);
3994 }
3995
3996 /* check the special case of can't use weapons */
3997 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3998 if (!strcmp (change->name, "monk"))
3999 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4000
4001 break;
4002 }
4003 }
4004 }
4005
4006 /**
4007 * This handles items of type 'transformer'.
4008 * Basically those items, used with a marked item, transform both items into something
4009 * else.
4010 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4011 * Change information is contained in the 'slaying' field of the marked item.
4012 * The format is as follow: transformer:[number ]yield[;transformer:...].
4013 * This way an item can be transformed in many things, and/or many objects.
4014 * The 'slaying' field for transformer is used as verb for the action.
4015 */
4016 void
4017 apply_item_transformer (object *pl, object *transformer)
4018 {
4019 object *marked;
4020 object *new_item;
4021 char *find;
4022 char *separator;
4023 int yield;
4024 char got[MAX_BUF];
4025 int len;
4026
4027 if (!pl || !transformer)
4028 return;
4029
4030 marked = find_marked_object (pl);
4031
4032 if (!marked)
4033 {
4034 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4035 return;
4036 }
4037
4038 if (!marked->slaying)
4039 {
4040 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4041 return;
4042 }
4043
4044 /* check whether they are compatible or not */
4045 find = strstr (marked->slaying, transformer->arch->archname);
4046 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4047 {
4048 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4049 return;
4050 }
4051
4052 find += strlen (transformer->arch->archname) + 1;
4053 /* Item can be used, now find how many and what it yields */
4054 if (isdigit (*(find)))
4055 {
4056 yield = atoi (find);
4057 if (yield < 1)
4058 {
4059 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4060 yield = 1;
4061 }
4062 }
4063 else
4064 yield = 1;
4065
4066 while (isdigit (*find))
4067 find++;
4068
4069 while (*find == ' ')
4070 find++;
4071
4072 memset (got, 0, MAX_BUF);
4073
4074 if ((separator = strchr (find, ';')) != NULL)
4075 len = separator - find;
4076 else
4077 len = strlen (find);
4078
4079 if (len > MAX_BUF - 1)
4080 len = MAX_BUF - 1;
4081
4082 strcpy (got, find);
4083 got[len] = '\0';
4084
4085 /* Now create new item, remove used ones when required. */
4086 new_item = get_archetype (got);
4087 if (!new_item)
4088 {
4089 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4090 return;
4091 }
4092
4093 new_item->nrof = yield;
4094
4095 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4096
4097 insert_ob_in_ob (new_item, pl);
4098 esrv_send_inventory (pl, pl);
4099 /* Eat up one item */
4100 marked->decrease ();
4101
4102 /* Eat one transformer if needed */
4103 if (transformer->stats.food)
4104 if (--transformer->stats.food == 0)
4105 transformer->decrease ();
4106 }
4107