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Revision: 1.131
Committed: Sat Sep 8 09:15:49 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.130: +1 -0 lines
Log Message:
support exit sounds, remove some cruft

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418 }
419
420 /****************************************************************************
421 * Weapon improvement code follows
422 ****************************************************************************/
423
424 /**
425 * This returns the sum of nrof of item (arch name).
426 */
427 static int
428 check_item (object *op, const char *item)
429 {
430 int count = 0;
431
432 if (!item)
433 return 0;
434
435 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof;
446 }
447 }
448 }
449
450 return count;
451 }
452
453 /**
454 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only
456 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects.
458 */
459 static void
460 eat_item (object *op, const char *item, uint32 nrof)
461 {
462 object *prev;
463
464 prev = op;
465 op = op->below;
466
467 while (op)
468 {
469 if (strcmp (op->arch->archname, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
482 op = prev;
483 }
484
485 prev = op;
486 op = op->below;
487 }
488 }
489
490 /**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497 static int
498 check_weapon_power (const object *who, int improvs)
499 {
500 /* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504 #if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510 #else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538 #endif
539 }
540
541 /**
542 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */
545 static int
546 check_sacrifice (object *op, const object *improver)
547 {
548 int count = 0;
549
550 if (improver->slaying)
551 {
552 count = check_item (op, improver->slaying);
553 if (count < 1)
554 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
556 return 0;
557 }
558 }
559 else
560 count = 1;
561
562 return count;
563 }
564
565 /**
566 * Actually improves the weapon, and tells user.
567 */
568 static int
569 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570 {
571 stat += sacrifice_count;
572 weapon->last_eat++;
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
584 return 1;
585 }
586
587 /* Types of improvements, hidden in the sp field. */
588 #define IMPROVE_PREPARE 1
589 #define IMPROVE_DAMAGE 2
590 #define IMPROVE_WEIGHT 3
591 #define IMPROVE_ENCHANT 4
592 #define IMPROVE_STR 5
593 #define IMPROVE_DEX 6
594 #define IMPROVE_CON 7
595 #define IMPROVE_WIS 8
596 #define IMPROVE_CHA 9
597 #define IMPROVE_INT 10
598 #define IMPROVE_POW 11
599
600 /**
601 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on.
603 */
604 int
605 prepare_weapon (object *op, object *improver, object *weapon)
606 {
607 int sacrifice_count, i;
608 char buf[MAX_BUF];
609
610 if (weapon->level != 0)
611 {
612 op->failmsg ("Weapon is already prepared!");
613 return 0;
614 }
615
616 for (i = 0; i < NROFATTACKS; i++)
617 if (weapon->resist[i])
618 break;
619
620 /* If we break out, i will be less than nrofattacks, preventing
621 * improvement of items that already have protections.
622 */
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */
627 {
628 op->failmsg ("You cannot prepare magic weapons.");
629 return 0;
630 }
631
632 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0)
634 return 0;
635
636 weapon->level = isqrt (sacrifice_count);
637 eat_item (op, improver->slaying, sacrifice_count);
638
639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
644
645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */
649 decrease_ob (improver);
650 weapon->last_eat = 0;
651 return 1;
652 }
653
654
655 /**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason.
659 *
660 * Checks if weapon was prepared, if enough potions on the floor, ...
661 *
662 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve
665 */
666 int
667 improve_weapon (object *op, object *improver, object *weapon)
668 {
669 int sacrifice_count, sacrifice_needed = 0;
670
671 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon);
673
674 if (weapon->level == 0)
675 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
677 return 0;
678 }
679
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
681 {
682 op->failmsg ("This weapon cannot be improved any more.");
683 return 0;
684 }
685
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
687 {
688 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you "
690 "really want to improve it.");
691 return 0;
692 }
693
694 /* This just increases damage by 5 points, no matter what. No sacrifice
695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
696 * don't put any maximum value on damage - the limit is how much the
697 * weapon can be improved.
698 */
699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
701 weapon->stats.dam += 5;
702 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++;
705
706 weapon->item_power++;
707 decrease_ob (improver);
708 return 1;
709 }
710
711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
713 /* Reduce weight by 20% */
714 weapon->weight = (weapon->weight * 8) / 10;
715 if (weapon->weight < 1)
716 weapon->weight = 1;
717
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++;
720 weapon->item_power++;
721 decrease_ob (improver);
722 return 1;
723 }
724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
726 weapon->magic++;
727 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver);
730 weapon->item_power++;
731 return 1;
732 }
733
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
736
737 if (sacrifice_needed < 1)
738 sacrifice_needed = 1;
739 sacrifice_needed *= 2;
740
741 sacrifice_count = check_sacrifice (op, improver);
742 if (sacrifice_count < sacrifice_needed)
743 {
744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
745 return 0;
746 }
747
748 eat_item (op, improver->slaying, sacrifice_needed);
749 weapon->item_power++;
750
751 switch (improver->stats.sp)
752 {
753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
760 default:
761 op->failmsg ("Unknown improvement type.");
762 }
763
764 LOG (llevError, "improve_weapon: Got to end of function\n");
765 return 0;
766 }
767
768 /**
769 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work.
772 */
773 int
774 check_improve_weapon (object *op, object *tmp)
775 {
776 object *otmp;
777
778 if (op->type != PLAYER)
779 return 0;
780
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 {
783 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0;
785 }
786
787 otmp = find_marked_object (op);
788 if (!otmp)
789 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0;
792 }
793
794 if (otmp->type != WEAPON && otmp->type != BOW)
795 {
796 op->failmsg ("Marked item is not a weapon or bow!");
797 return 0;
798 }
799
800 op->statusmsg ("Applied weapon builder.");
801
802 improve_weapon (op, tmp, otmp);
803 esrv_send_item (op, otmp);
804 return 1;
805 }
806
807 /**
808 * This code deals with the armour improvment scrolls.
809 * Change limits on improvement - let players go up to
810 * +5 no matter what level, but they are limited by item
811 * power.
812 * Try to use same improvement code as in the common/treasure.c
813 * file, so that if you make a +2 full helm, it will be just
814 * the same as one you find in a shop.
815 *
816 * deprecated comment:
817 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
818 * only 'enchantment' of armour is possible - improving
819 * the stats of a player w/ armour as well as a weapon
820 * will probably horribly unbalance the game. Magic enchanting
821 * depends on the level of the character - ie the plus
822 * value (magic) of the armour can never be increased beyond
823 * the level of the character / 10 -- rounding upish, nor may
824 * the armour value of the piece of equipment exceed either
825 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now.
828 */
829 int
830 improve_armour (object *op, object *improver, object *armour)
831 {
832 object *tmp;
833
834 if (armour->magic >= settings.armor_max_enchant)
835 {
836 op->failmsg ("This armour can not be enchanted any further!");
837 return 0;
838 }
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?)
843 */
844 if (armour->title)
845 {
846 op->failmsg ("This armour will not accept further enchantment.");
847 return 0;
848 }
849
850 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge.
852 */
853 if (armour->nrof > 1)
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857
858 armour->magic++;
859
860 if (!settings.armor_speed_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_speed_improvement) / 100;
868 pow++;
869 }
870
871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
872 }
873 else
874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
875
876 if (!settings.armor_weight_linear)
877 {
878 int base = 100;
879 int pow = 0;
880
881 while (pow < armour->magic)
882 {
883 base = base - (base * settings.armor_weight_reduction) / 100;
884 pow++;
885 }
886
887 armour->weight = (armour->arch->weight * base) / 100;
888 }
889 else
890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
891
892 if (armour->weight <= 0)
893 {
894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
895 armour->weight = 1;
896 }
897
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899
900 if (op->type == PLAYER)
901 {
902 esrv_send_item (op, armour);
903 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats ();
905 }
906
907 decrease_ob (improver);
908
909 if (tmp)
910 {
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914
915 return 1;
916 }
917
918 /*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken.
921 */
922 #define CONV_FROM(xyz) xyz->slaying
923 #define CONV_TO(xyz) xyz->other_arch
924 #define CONV_NR(xyz) xyz->stats.sp
925 #define CONV_NEED(xyz) xyz->stats.food
926
927 /* Takes one items and makes another.
928 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything.
931 */
932 int
933 convert_item (object *item, object *converter)
934 {
935 int nr = 0;
936 uint32 price_in;
937
938 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck)
941 */
942 if (CONV_FROM (converter) == shstr_money)
943 {
944 if (item->type != MONEY)
945 return 0;
946
947 nr = (item->nrof * item->value) / CONV_NEED (converter);
948 if (!nr)
949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
953 int cost = nr * CONV_NEED (converter) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
958 decrease_ob_nr (item, cost);
959
960 price_in = cost * item->value;
961 }
962 else
963 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
969
970 if (CONV_NEED (converter))
971 {
972 nr = item->nrof / CONV_NEED (converter);
973 decrease_ob_nr (item, nr * CONV_NEED (converter));
974 price_in = nr * CONV_NEED (converter) * item->value;
975 }
976 else
977 {
978 price_in = item->value;
979 item->destroy ();
980 }
981 }
982
983 if (converter->inv)
984 {
985 object *ob;
986 int i;
987 object *ob_to_copy;
988
989 /* select random object from inventory to copy */
990 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0)
993 ob_to_copy = ob;
994
995 item = object_create_clone (ob_to_copy);
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 }
999 else
1000 {
1001 if (converter->other_arch == NULL)
1002 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1;
1006 }
1007
1008 item = object_create_arch (converter->other_arch);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 }
1011
1012 if (CONV_NR (converter))
1013 item->nrof = CONV_NR (converter);
1014
1015 if (nr)
1016 item->nrof *= nr;
1017
1018 if (is_in_shop (converter))
1019 SET_FLAG (item, FLAG_UNPAID);
1020 else if (price_in < item->nrof * item->value)
1021 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /**
1025 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this.
1027 */
1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1;
1033 }
1034
1035 /**
1036 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t.
1040 */
1041 int
1042 apply_container (object *op, object *sack)
1043 {
1044 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */
1046
1047 if (!sack || sack->type != CONTAINER)
1048 {
1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1050 return 0;
1051 }
1052
1053 op->contr->last_used = 0;
1054
1055 if (sack->env && sack->env != op)
1056 {
1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 return 1;
1059 }
1060
1061 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED])
1063 {
1064 if (op->container == sack)
1065 {
1066 // open on ground or inv, so close
1067 op->close_container ();
1068 return 1;
1069 }
1070 else if (!sack->env)
1071 {
1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1075 }
1076
1077 // fall through to opening it (active in inv)
1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1082 op->close_container ();
1083 sack->flag [FLAG_APPLIED] = 1;
1084 esrv_update_item (UPD_FLAGS, op, sack);
1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1086 return 1;
1087 }
1088
1089 // it's locked?
1090 if (sack->slaying)
1091 {
1092 if (object *tmp = find_key (op, op, sack))
1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1094 else
1095 {
1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1097 return 1;
1098 }
1099 }
1100
1101 op->open_container (sack);
1102
1103 return 1;
1104 }
1105
1106 /**
1107 * Handles dropping things on altar.
1108 * Returns true if sacrifice was accepted.
1109 */
1110 static int
1111 apply_altar (object *altar, object *sacrifice, object *originator)
1112 {
1113 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0;
1116
1117 if (operate_altar (altar, &sacrifice))
1118 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly.
1122 */
1123 if (altar->inv && altar->inv->type == SPELL)
1124 {
1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1127 /* If it is connected, push the button. Fixes some problems with
1128 * old maps.
1129 */
1130
1131 /* push_button (altar);*/
1132 }
1133 else
1134 {
1135 altar->value = 1; /* works only once */
1136 push_button (altar);
1137 }
1138
1139 return !sacrifice;
1140 }
1141 else
1142 return 0;
1143 }
1144
1145 /**
1146 * Handles 'movement' of shop mats.
1147 * Returns 1 if 'op' was destroyed, 0 if not.
1148 * Largely re-written to not use nearly as many gotos, plus
1149 * some of this code just looked plain out of date.
1150 * MSW 2001-08-29
1151 */
1152 int
1153 apply_shop_mat (object *shop_mat, object *op)
1154 {
1155 int rv = 0;
1156 double opinion;
1157 object *tmp, *next;
1158
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1172 if (op->type != PLAYER)
1173 {
1174 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in
1176 * the shop.
1177 */
1178 for (tmp = op->inv; tmp; tmp = next)
1179 {
1180 next = tmp->below;
1181
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185
1186 tmp->remove ();
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 }
1196 }
1197
1198 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK))
1200 return 0;
1201
1202 /* unpaid objects, or non living objects, can't transfer by
1203 * shop mats. Instead, put it on a nearby space.
1204 */
1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1206 {
1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209
1210 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212
1213 return 0;
1214 }
1215 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine.
1217 */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219 }
1220 else if (can_pay (op) && get_payment (op))
1221 {
1222 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op);
1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1232 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor.
1237 */
1238 else if (!rv && !is_in_shop (op))
1239 {
1240 opinion = shopkeeper_approval (op->map, op);
1241
1242 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1246 : "The shopkeeper glares at you with contempt."
1247 );
1248 }
1249 }
1250 else
1251 {
1252 /* if we get here, a player tried to leave a shop but was not able
1253 * to afford the items he has. We try to move the player so that
1254 * they are not on the mat anymore
1255 */
1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1257
1258 if (i == -1)
1259 LOG (llevError, "Internal shop-mat problem.\n");
1260 else
1261 {
1262 op->remove ();
1263 op->x += freearr_x[i];
1264 op->y += freearr_y[i];
1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 }
1267 }
1268
1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1270 return rv;
1271 }
1272
1273 /**
1274 * Handles applying a sign.
1275 */
1276 static void
1277 apply_sign (object *op, object *sign, int autoapply)
1278 {
1279 readable_message_type *msgType;
1280
1281 if (!sign->msg)
1282 {
1283 op->statusmsg ("Nothing is written on it.");
1284 return;
1285 }
1286
1287 if (sign->stats.food)
1288 {
1289 if (sign->last_eat >= sign->stats.food)
1290 {
1291 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore.");
1293
1294 return;
1295 }
1296
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1298 sign->last_eat++;
1299 }
1300
1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1302 * No way to know for sure. The presumption is basically that if
1303 * move_on is zero, it needs to be manually applied (doesn't talk
1304 * to us).
1305 */
1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1307 {
1308 op->failmsg ("You are unable to read while blind!");
1309 return;
1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1316
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1321 msgType = get_readable_message_type (sign);
1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 }
1326 }
1327
1328 /**
1329 * 'victim' moves onto 'trap'
1330 * 'victim' leaves 'trap'
1331 * effect is determined by move_on/move_off of trap and move_type of victime.
1332 *
1333 * originator: Player, monster or other object that caused 'victim' to move
1334 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1335 * However, some types of traps require an originator to function.
1336 */
1337 void
1338 move_apply (object *trap, object *victim, object *originator)
1339 {
1340 static int recursion_depth = 0;
1341
1342 /* Only exits affect DMs. */
1343 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1344 return;
1345
1346 /* move_apply() is the most likely candidate for causing unwanted and
1347 * possibly unlimited recursion.
1348 */
1349 /* The following was changed because it was causing perfeclty correct
1350 * maps to fail. 1) it's not an error to recurse:
1351 * rune detonates, summoning monster. monster lands on nearby rune.
1352 * nearby rune detonates. This sort of recursion is expected and
1353 * proper. This code was causing needless crashes.
1354 */
1355 if (recursion_depth >= 500)
1356 {
1357 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1358 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1359 return;
1360 }
1361
1362 recursion_depth++;
1363 if (trap->head)
1364 trap = trap->head;
1365
1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1367 goto leave;
1368
1369 switch (trap->type)
1370 {
1371 case PLAYERMOVER:
1372 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1373 {
1374 if (!trap->stats.maxsp)
1375 trap->stats.maxsp = 2;
1376
1377 /* Is this correct? From the docs, it doesn't look like it
1378 * should be divided by trap->speed
1379 */
1380 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1381
1382 /* Just put in some sanity check. I think there is a bug in the
1383 * above with some objects have zero speed, and thus the player
1384 * getting permanently paralyzed.
1385 */
1386 if (victim->speed_left < -50.f)
1387 victim->speed_left = -50.f;
1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1389 }
1390 goto leave;
1391
1392 case SPINNER:
1393 if (victim->direction)
1394 {
1395 victim->direction = absdir (victim->direction - trap->stats.sp);
1396 update_turn_face (victim);
1397 }
1398 goto leave;
1399
1400 case DIRECTOR:
1401 if (victim->direction && !should_director_abort (trap, victim))
1402 {
1403 victim->direction = trap->stats.sp;
1404 update_turn_face (victim);
1405 }
1406 goto leave;
1407
1408 case BUTTON:
1409 case PEDESTAL:
1410 update_button (trap);
1411 goto leave;
1412
1413 case ALTAR:
1414 /* sacrifice victim on trap */
1415 apply_altar (trap, victim, originator);
1416 goto leave;
1417
1418 case THROWN_OBJ:
1419 if (trap->inv == NULL)
1420 goto leave;
1421 /* fallthrough */
1422
1423 case ARROW:
1424 /* bad bug: monster throw a object, make a step forwards, step on object ,
1425 * trigger this here and get hit by own missile - and will be own enemy.
1426 * Victim then is his own enemy and will start to kill herself (this is
1427 * removed) but we have not synced victim and his missile. To avoid senseless
1428 * action, we avoid hits here
1429 */
1430 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1431 hit_with_arrow (trap, victim);
1432 goto leave;
1433
1434 case SPELL_EFFECT:
1435 apply_spell_effect (trap, victim);
1436 goto leave;
1437
1438 case TRAPDOOR:
1439 {
1440 int max, sound_was_played;
1441 object *ab, *ab_next;
1442
1443 if (!trap->value)
1444 {
1445 int tot;
1446
1447 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450
1451 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 goto leave;
1453
1454 SET_ANIMATION (trap, trap->value);
1455 update_object (trap, UP_OBJ_FACE);
1456 }
1457
1458 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1459 {
1460 /* need to set this up, since if we do transfer the object,
1461 * ab->above would be bogus
1462 */
1463 ab_next = ab->above;
1464
1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1466 {
1467 if (!sound_was_played)
1468 {
1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1470 sound_was_played = 1;
1471 }
1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1475 }
1476 }
1477 goto leave;
1478 }
1479
1480 case CONVERTER:
1481 if (convert_item (victim, trap) < 0)
1482 {
1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1484 get_archetype ("burnout")->insert_at (trap, trap);
1485 }
1486
1487 goto leave;
1488
1489 case TRIGGER_BUTTON:
1490 case TRIGGER_PEDESTAL:
1491 case TRIGGER_ALTAR:
1492 check_trigger (trap, victim);
1493 goto leave;
1494
1495 case DEEP_SWAMP:
1496 walk_on_deep_swamp (trap, victim);
1497 goto leave;
1498
1499 case CHECK_INV:
1500 check_inv (victim, trap);
1501 goto leave;
1502
1503 case HOLE:
1504 /* Hole not open? */
1505 if (trap->stats.wc > 0)
1506 goto leave;
1507
1508 /* Is this a multipart monster and not the head? If so, return.
1509 * Processing will happen if the head runs into the pit
1510 */
1511 if (victim->head)
1512 goto leave;
1513
1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1517 goto leave;
1518
1519 case EXIT:
1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1521 {
1522 /* Basically, don't show exits leading to random maps the
1523 * players output.
1524 */
1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 trap->play_sound (trap->sound);
1529 victim->enter_exit (trap);
1530 }
1531 goto leave;
1532
1533 case ENCOUNTER:
1534 /* may be some leftovers on this */
1535 goto leave;
1536
1537 case SHOP_MAT:
1538 apply_shop_mat (trap, victim);
1539 goto leave;
1540
1541 /* Drop a certain amount of gold, and have one item identified */
1542 case IDENTIFY_ALTAR:
1543 apply_id_altar (victim, trap, originator);
1544 goto leave;
1545
1546 case SIGN:
1547 if (victim->type != PLAYER && trap->stats.food > 0)
1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1549
1550 apply_sign (victim, trap, 1);
1551 goto leave;
1552
1553 case CONTAINER:
1554 apply_container (victim, trap);
1555 goto leave;
1556
1557 case RUNE:
1558 case TRAP:
1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 spring_trap (trap, victim);
1561 goto leave;
1562
1563 default:
1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 goto leave;
1567 }
1568
1569 leave:
1570 recursion_depth--;
1571 }
1572
1573 /**
1574 * Handles reading a regular (ie not containing a spell) book.
1575 */
1576 static void
1577 apply_book (object *op, object *tmp)
1578 {
1579 int lev_diff;
1580 object *skill_ob;
1581
1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1583 {
1584 op->failmsg ("You are unable to read while blind!");
1585 return;
1586 }
1587
1588 if (!tmp->msg)
1589 {
1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1591 return;
1592 }
1593
1594 /* need a literacy skill to read stuff! */
1595 skill_ob = find_skill_by_name (op, tmp->skill);
1596 if (!skill_ob)
1597 {
1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1599 return;
1600 }
1601
1602 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension.");
1611 return;
1612 }
1613
1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632
1633 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1640 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 }
1649
1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 }
1653 }
1654
1655 /**
1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1657 * op is the person learning the skill, tmp is the skill scroll object
1658 */
1659 static void
1660 apply_skillscroll (object *op, object *tmp)
1661 {
1662 switch (learn_skill (op, tmp))
1663 {
1664 case 0:
1665 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break;
1668
1669 case 1:
1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1674
1675 default:
1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break;
1680 }
1681 }
1682
1683 /**
1684 * Actually makes op learn spell.
1685 * Informs player of what happens.
1686 */
1687 void
1688 do_learn_spell (object *op, object *spell, int special_prayer)
1689 {
1690 object *tmp;
1691
1692 if (op->type != PLAYER)
1693 {
1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1695 return;
1696 }
1697
1698 /* Upgrade special prayers to normal prayers */
1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1703 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1704 return;
1705 }
1706 return;
1707 }
1708
1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1711 tmp = spell->clone ();
1712 insert_ob_in_ob (tmp, op);
1713
1714 if (special_prayer)
1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1716
1717 esrv_add_spells (op->contr, tmp);
1718 }
1719
1720 /**
1721 * Erases spell from player's inventory.
1722 */
1723 void
1724 do_forget_spell (object *op, const char *spell)
1725 {
1726 object *spob;
1727
1728 if (op->type != PLAYER)
1729 {
1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1731 return;
1732 }
1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1736 return;
1737 }
1738
1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1740 player_unready_range_ob (op->contr, spob);
1741 esrv_remove_spell (op->contr, spob);
1742 spob->destroy ();
1743 }
1744
1745 /**
1746 * Handles player applying a spellbook.
1747 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1748 * stuff like that. Random learning failure too.
1749 */
1750 static void
1751 apply_spellbook (object *op, object *tmp)
1752 {
1753 object *skop, *spell, *spell_skill;
1754
1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1756 {
1757 op->failmsg ("You are unable to read while blind.");
1758 return;
1759 }
1760
1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1762 * instead of having their spell stored in stats.sp. These are
1763 * legacy spellbooks
1764 */
1765 if (tmp->slaying)
1766 {
1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1768 if (!spell)
1769 {
1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 return;
1772 }
1773 else
1774 insert_ob_in_ob (spell, tmp);
1775
1776 tmp->slaying = 0;
1777 }
1778
1779 skop = find_skill_by_name (op, tmp->skill);
1780
1781 /* need a literacy skill to learn spells. Also, having a literacy level
1782 * lower than the spell will make learning the spell more difficult */
1783 if (!skop)
1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 return;
1787 }
1788
1789 spell = tmp->inv;
1790
1791 if (!spell)
1792 {
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return;
1796 }
1797
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1799 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1801 return;
1802 }
1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815
1816 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark.
1820 */
1821 if (check_spell_known (op, spell->name))
1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
1826
1827 if (spell->skill)
1828 {
1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1831 if (!spell_skill)
1832 {
1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 return;
1835 }
1836
1837 if (spell_skill->level < spell->level)
1838 {
1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 return;
1841 }
1842 }
1843
1844 /* Logic as follows
1845 *
1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847 *
1848 * 2- The learner's skill level in literacy adjusts the chance to learn
1849 * a spell.
1850 *
1851 * 3 -Automatically fail to learn if you read while confused
1852 *
1853 * Overall, chances are the same but a player will find having a high
1854 * literacy rate very useful! -b.t.
1855 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1860 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 do_learn_spell (op, spell, 0);
1866
1867 /* xp gain to literacy for spell learning */
1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 }
1871 else
1872 {
1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
1877 decrease_ob (tmp);
1878 }
1879
1880 /**
1881 * Handles applying a spell scroll.
1882 */
1883 void
1884 apply_scroll (object *op, object *tmp, int dir)
1885 {
1886 object *skop;
1887
1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
1893
1894 if (!tmp->inv || tmp->inv->type != SPELL)
1895 {
1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 return;
1898 }
1899
1900 if (op->type == PLAYER)
1901 {
1902 /* players need a literacy skill to read stuff! */
1903 int exp_gain = 0;
1904
1905 /* hard code literacy - tmp->skill points to where the exp
1906 * should go for anything killed by the spell.
1907 */
1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909
1910 if (!skop)
1911 {
1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 return;
1914 }
1915
1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917 change_exp (op, exp_gain, skop->skill, 0);
1918 }
1919
1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921 identify (tmp);
1922
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924
1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp);
1927 }
1928
1929 /**
1930 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure
1932 * chest.
1933 */
1934 static void
1935 apply_treasure (object *op, object *tmp)
1936 {
1937 /* Nice side effect of this treasure creation method is that the treasure
1938 * for the chest is done when the chest is created, and put into the chest
1939 * inventory. So that when the chest burns up, the items still exist. Also
1940 * prevents people from moving chests to more difficult maps to get better
1941 * treasure
1942 */
1943 object *treas = tmp->inv;
1944
1945 if (!treas)
1946 {
1947 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp);
1949 return;
1950 }
1951
1952 while (tmp->inv)
1953 {
1954 treas = tmp->inv;
1955 treas->remove ();
1956
1957 treas->x = op->x;
1958 treas->y = op->y;
1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960
1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962 spring_trap (treas, op);
1963
1964 /* If either player or container was destroyed, no need to do
1965 * further processing. I think this should be enclused with
1966 * spring trap above, as I don't think there is otherwise
1967 * any way for the treasure chest or player to get killed.
1968 */
1969 if (op->destroyed () || tmp->destroyed ())
1970 break;
1971 }
1972
1973 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp);
1975 }
1976
1977 /**
1978 * op eats food.
1979 * If player, takes care of messages and dragon special food.
1980 */
1981 static void
1982 apply_food (object *op, object *tmp)
1983 {
1984 int capacity_remaining;
1985
1986 if (op->type != PLAYER)
1987 op->stats.hp = op->stats.maxhp;
1988 else
1989 {
1990 /* check if this is a dragon (player), eating some flesh */
1991 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1992 ;
1993 else
1994 {
1995 /* usual case - no dragon meal: */
1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
1998 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!");
2000 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 }
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 decrease_ob (tmp);
2043 }
2044
2045 /**
2046 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved.
2048 *
2049 * attributes:
2050 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return:
2053 * int 1 if eating successful, 0 if it doesn't work
2054 */
2055 int
2056 dragon_eat_flesh (object *op, object *meal)
2057 {
2058 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */
2061
2062 double chance; /* improvement-chance of one resistance type */
2063 double totalchance = 1; /* total chance of gaining one resistance */
2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2065 double mbonus = 0; /* monster bonus */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */
2068 int i; /* index */
2069
2070 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op))
2072 return 0;
2073
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2077 if (tmp->type == FORCE)
2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2079 skin = tmp;
2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2081 abil = tmp;
2082
2083 /* if either skin or ability are missing, this is an old player
2084 which is not to be considered a dragon -> bail out */
2085 if (skin == NULL || abil == NULL)
2086 return 0;
2087
2088 /* now start by filling stomache and health, according to food-value */
2089 if ((999 - op->stats.food) < meal->stats.food)
2090 op->stats.hp += (999 - op->stats.food) / 50;
2091 else
2092 op->stats.hp += meal->stats.food / 50;
2093
2094 if (op->stats.hp > op->stats.maxhp)
2095 op->stats.hp = op->stats.maxhp;
2096
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2098
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100
2101 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2106 /* got positive resistance, now calculate improvement chance (0-100) */
2107
2108 /* this bonus makes resistance increase easier at lower levels */
2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2110 if (i == abil->stats.exp)
2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2112
2113 /* monster bonus increases with level, because high-level
2114 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level);
2116
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i];
2119
2120 if (chance >= 0.)
2121 chance += 1.;
2122 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124
2125 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2127
2128 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.);
2131
2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2135 atnr_winner[winners] = i;
2136 winners++;
2137 }
2138
2139 if (chance >= 0.01)
2140 totalchance *= 1 - chance / 100;
2141
2142 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2143 }
2144 }
2145
2146 /* inverse totalchance as until now we have the failure-chance */
2147 totalchance = 100 - totalchance * 100;
2148
2149 /* print message according to totalchance */
2150 const char *buf;
2151 if (totalchance > 50.)
2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2153 else if (totalchance > 10.)
2154 buf = format ("The %s tasted very good.", &meal->name);
2155 else if (totalchance > 1.)
2156 buf = format ("The %s tasted good.", &meal->name);
2157 else if (totalchance > 0.1)
2158 buf = format ("The %s tasted bland.", &meal->name);
2159 else if (totalchance >= 0.01)
2160 buf = format ("The %s had a boring taste.", &meal->name);
2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2162 buf = format ("The %s tasted strange.", &meal->name);
2163 else
2164 buf = format ("The %s had no taste.", &meal->name);
2165
2166 op->statusmsg (buf);
2167
2168 /* now choose a winner if we have any */
2169 i = -1;
2170 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners];
2172
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2175 /* resistance increased! */
2176 skin->resist[i]++;
2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2180 }
2181
2182 /* if this flesh contains a new ability focus, we mark it
2183 into the ability_force and it will take effect on next level */
2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2185 {
2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2187
2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2194 ));
2195 else
2196 {
2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2198 abil->last_eat = 0;
2199 }
2200 }
2201
2202 return 1;
2203 }
2204
2205 /**
2206 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour.
2208 */
2209 static void
2210 apply_armour_improver (object *op, object *tmp)
2211 {
2212 object *armor;
2213
2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2215 {
2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2217 return;
2218 }
2219
2220 armor = find_marked_object (op);
2221
2222 if (!armor)
2223 {
2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2225 return;
2226 }
2227
2228 if (armor->type != ARMOUR
2229 && armor->type != CLOAK
2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2231 {
2232 op->failmsg ("Your marked item is not armour!\n");
2233 return;
2234 }
2235
2236 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor);
2238 }
2239
2240 extern void
2241 apply_poison (object *op, object *tmp)
2242 {
2243 if (op->type == PLAYER)
2244 {
2245 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze");
2248 }
2249
2250 if (tmp->stats.hp > 0)
2251 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2254 }
2255
2256 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp);
2258 decrease_ob (tmp);
2259 }
2260
2261 /**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2263 * A valid 2 way exit means:
2264 * -You can come back (there is another exit at the other side)
2265 * -You are
2266 * ° the owner of the exit
2267 * ° or in the same party as the owner
2268 *
2269 * Note: a owner in a 2 way exit is saved as the owner's name
2270 * in the field exit->name cause the field exit->owner doesn't
2271 * survive in the swapping (in fact the whole exit doesn't survive).
2272 */
2273 int
2274 is_legal_2ways_exit (object *op, object *exit)
2275 {
2276 if (exit->stats.exp != 1)
2277 return 1; /*This is not a 2 way, so it is legal */
2278
2279 #if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */
2282 #endif
2283
2284 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2285
2286 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2287
2288 if (exitmap)
2289 {
2290 exitmap->load_sync ();
2291
2292 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2293
2294 if (!tmp)
2295 return 0;
2296
2297 for (; tmp; tmp = tmp->above)
2298 {
2299 if (tmp->type != EXIT)
2300 continue; /*Not an exit */
2301
2302 if (!EXIT_PATH (tmp))
2303 continue; /*Not a valid exit */
2304
2305 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2306 continue; /*Not in the same place */
2307
2308 if (exit->map->path != EXIT_PATH (tmp))
2309 continue; /*Not in the same map */
2310
2311 /* From here we have found the exit is valid. However we do
2312 * here the check of the exit owner. It is important for the
2313 * town portals to prevent strangers from visiting your appartments
2314 */
2315 if (!exit->race)
2316 return 1; /*No owner, free for all! */
2317
2318 object *exit_owner = 0;
2319
2320 for_all_players (pp)
2321 {
2322 if (!pp->ob)
2323 continue;
2324
2325 if (pp->ob->name != exit->race)
2326 continue;
2327
2328 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2329 break;
2330 }
2331
2332 if (!exit_owner)
2333 return 0; /* No more owner */
2334
2335 if (exit_owner->contr == op->contr)
2336 return 1; /*It is your exit */
2337
2338 if (exit_owner && /*There is a owner */
2339 (op->contr) && /*A player tries to pass */
2340 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2341 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2342 return 0;
2343
2344 return 1;
2345 }
2346 }
2347
2348 return 0;
2349 }
2350
2351 /**
2352 * Main apply handler.
2353 *
2354 * Checks for unpaid items before applying.
2355 *
2356 * Return value:
2357 * 0: player or monster can't apply objects of that type
2358 * 1: has been applied, or there was an error applying the object
2359 * 2: objects of that type can't be applied if not in inventory
2360 *
2361 * op is the object that is causing object to be applied, tmp is the object
2362 * being applied.
2363 *
2364 * aflag is special (always apply/unapply) flags. Nothing is done with
2365 * them in this function - they are passed to apply_special
2366 */
2367 int
2368 manual_apply (object *op, object *tmp, int aflag)
2369 {
2370 if (tmp->head)
2371 tmp = tmp->head;
2372
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2374 {
2375 if (op->type == PLAYER)
2376 {
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2378 return 1;
2379 }
2380 else
2381 return 0; /* monsters just skip unpaid items */
2382 }
2383
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2385 return RESULT_INT (0);
2386
2387 switch (tmp->type)
2388 {
2389 case CF_HANDLE:
2390 op->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value);
2394 update_object (tmp, UP_OBJ_FACE);
2395 push_button (tmp);
2396 return 1;
2397
2398 case TRIGGER:
2399 if (check_trigger (tmp, op))
2400 {
2401 op->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle"));
2403 }
2404 else
2405 op->failmsg ("The handle doesn't move.");
2406
2407 return 1;
2408
2409 case EXIT:
2410 if (op->type != PLAYER)
2411 return 0;
2412
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2415 else
2416 {
2417 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2419 op->statusmsg (tmp->msg, NDI_NAVY);
2420
2421 op->enter_exit (tmp);
2422 }
2423
2424 return 1;
2425
2426 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg);
2428 // maybe show a spell menu to chose from or something like that
2429 return 1;
2430
2431 case SIGN:
2432 apply_sign (op, tmp, 0);
2433 return 1;
2434
2435 case BOOK:
2436 if (op->type == PLAYER)
2437 {
2438 apply_book (op, tmp);
2439 return 1;
2440 }
2441 else
2442 return 0;
2443
2444 case SKILLSCROLL:
2445 if (op->type == PLAYER)
2446 {
2447 apply_skillscroll (op, tmp);
2448 return 1;
2449 }
2450 else
2451 return 0;
2452
2453 case SPELLBOOK:
2454 if (op->type == PLAYER)
2455 {
2456 apply_spellbook (op, tmp);
2457 return 1;
2458 }
2459 else
2460 return 0;
2461
2462 case SCROLL:
2463 apply_scroll (op, tmp, 0);
2464 return 1;
2465
2466 case POTION:
2467 apply_potion (op, tmp);
2468 return 1;
2469
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed?
2472 case CLOSE_CON:
2473 apply_container (op, tmp->env);
2474 return 1;
2475
2476 case CONTAINER:
2477 apply_container (op, tmp);
2478 return 1;
2479
2480 case TREASURE:
2481 if (op->type == PLAYER)
2482 {
2483 apply_treasure (op, tmp);
2484 return 1;
2485 }
2486 else
2487 return 0;
2488
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510
2511 apply_special (op, tmp, aflag);
2512 return 1;
2513
2514 case DRINK:
2515 case FOOD:
2516 case FLESH:
2517 apply_food (op, tmp);
2518 return 1;
2519
2520 case POISON:
2521 apply_poison (op, tmp);
2522 return 1;
2523
2524 case SAVEBED:
2525 return 1;
2526
2527 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER)
2529 {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 }
2533 else
2534 return 0;
2535
2536 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER)
2542 {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 ));
2553 return 1;
2554 }
2555 else
2556 return 0;
2557
2558 case MENU:
2559 if (op->type == PLAYER)
2560 {
2561 shop_listing (tmp, op);
2562 return 1;
2563 }
2564 else
2565 return 0;
2566
2567 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */
2569 return 1;
2570
2571 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER)
2573 {
2574 apply_lighter (op, tmp);
2575 return 1;
2576 }
2577 else
2578 return 0;
2579
2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp);
2582 return 1;
2583
2584 default:
2585 return 0;
2586 }
2587 }
2588
2589
2590 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2591 * messages as needed by player_apply_below(). But there can still be
2592 * "but you are floating high above the ground" messages.
2593 *
2594 * Same return value as apply() function.
2595 */
2596 int
2597 player_apply (object *pl, object *op, int aflag, int quiet)
2598 {
2599 int tmp;
2600
2601 if (op->env && (pl->move_type & MOVE_FLYING))
2602 {
2603 /* player is flying and applying object not in inventory */
2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2605 {
2606 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2607 return 0;
2608 }
2609 }
2610
2611 pl->contr->last_used = op;
2612
2613 tmp = manual_apply (pl, op, aflag);
2614 if (!quiet)
2615 {
2616 if (tmp == 0)
2617 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2618 else if (tmp == 2)
2619 op->failmsg ("You must get it first!\n");
2620 }
2621
2622 return tmp;
2623 }
2624
2625 /**
2626 * player_apply_below attempts to apply the object 'below' the player.
2627 * If the player has an open container, we use that for below, otherwise
2628 * we use the ground.
2629 */
2630 void
2631 player_apply_below (object *pl)
2632 {
2633 int floors = 0;
2634
2635 /* If using a container, set the starting item to be the top
2636 * item in the container. Otherwise, use the map.
2637 * This is perhaps more complicated. However, I want to make sure that
2638 * we don't use a corrupt pointer for the next object, so we get the
2639 * next object in the stack before applying. This is can only be a
2640 * problem if player_apply() has a bug in that it uses the object but does
2641 * not return a proper value.
2642 */
2643 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2644 {
2645 next = tmp->below;
2646
2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2648 floors++;
2649 else if (floors > 0)
2650 return; /* process only floor objects after first floor object */
2651
2652 /* If it is visible, player can apply it. If it is applied by
2653 * person moving on it, also activate. Added code to make it
2654 * so that at least one of players movement types be that which
2655 * the item needs.
2656 */
2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2658 {
2659 if (player_apply (pl, tmp, 0, 1) == 1)
2660 return;
2661 }
2662 if (floors >= 2)
2663 return; /* process at most two floor objects */
2664 }
2665 }
2666
2667 /**
2668 * Unapplies specified item.
2669 * No check done on cursed/damned.
2670 * Break this out of apply_special - this is just done
2671 * to keep the size of apply_special to a more managable size.
2672 */
2673 static int
2674 unapply_special (object *who, object *op, int aflags)
2675 {
2676 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2677 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2678 return RESULT_INT (0);
2679
2680 CLEAR_FLAG (op, FLAG_APPLIED);
2681
2682 switch (op->type)
2683 {
2684 case SKILL_TOOL:
2685 // unapplying a skill tool should also unapply the skill it governs
2686 // but this is hard, as it shouldn't do so when the skill can
2687 // be used for other reasons
2688 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->skill == op->skill
2690 && tmp->type == SKILL
2691 && tmp->flag [FLAG_APPLIED]
2692 && !tmp->flag [FLAG_CAN_USE_SKILL])
2693 unapply_special (who, tmp, 0);
2694
2695 change_abil (who, op);
2696 break;
2697
2698 case WEAPON:
2699 if (player *pl = who->contr)
2700 if (op == pl->combat_ob)
2701 {
2702 pl->combat_ob = 0;
2703 who->change_weapon (pl->ranged_ob);
2704 }
2705
2706 who->statusmsg (format ("You unwield %s.", query_name (op)));
2707
2708 change_abil (who, op);
2709 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2710 break;
2711
2712 case SKILL:
2713 if (who->contr)
2714 {
2715 if (!op->invisible)
2716 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2717 else
2718 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2719 }
2720
2721 change_abil (who, op);
2722 CLEAR_FLAG (who, FLAG_READY_SKILL);
2723 break;
2724
2725 case ARMOUR:
2726 case HELMET:
2727 case SHIELD:
2728 case RING:
2729 case BOOTS:
2730 case GLOVES:
2731 case AMULET:
2732 case GIRDLE:
2733 case BRACERS:
2734 case CLOAK:
2735 who->statusmsg (format ("You unwear %s.", query_name (op)));
2736 change_abil (who, op);
2737 break;
2738
2739 case LAMP:
2740 {
2741 who->statusmsg (format ("You turn off your %s.", &op->name));
2742
2743 object *tmp2 = arch_to_object (op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2751
2752 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2753 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2754
2755 if (who->contr)
2756 esrv_del_item (who->contr, op->count);
2757
2758 op->destroy ();
2759 insert_ob_in_ob (tmp2, who);
2760 who->update_stats ();
2761
2762 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2763 {
2764 if (who->contr)
2765 {
2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 }
2769 }
2770
2771 if (who->contr)
2772 esrv_send_item (who, tmp2);
2773 }
2774
2775 return 1; /* otherwise, an attempt to drop causes problems */
2776
2777 case BOW:
2778 case WAND:
2779 case ROD:
2780 case HORN:
2781 if (player *pl = who->contr)
2782 {
2783 if (op == pl->ranged_ob)
2784 {
2785 pl->ranged_ob = 0;
2786 who->change_weapon (pl->combat_ob);
2787 }
2788
2789 who->statusmsg (format ("You unready %s.", query_name (op)));
2790 }
2791 else
2792 {
2793 who->change_skill (0);
2794
2795 if (op->type == BOW)
2796 CLEAR_FLAG (who, FLAG_READY_BOW);
2797 else
2798 CLEAR_FLAG (who, FLAG_READY_RANGE);
2799 }
2800
2801 break;
2802
2803 case BUILDER:
2804 if (who->contr)
2805 who->statusmsg (format ("You unready %s.", query_name (op)));
2806 break;
2807
2808 default:
2809 who->statusmsg (format ("You unapply %s.", query_name (op)));
2810 break;
2811 }
2812
2813 who->update_stats ();
2814
2815 if (!(aflags & AP_NO_MERGE))
2816 {
2817 object *tmp = merge_ob (op, 0);
2818
2819 if (who->contr)
2820 {
2821 if (tmp)
2822 { /* it was merged */
2823 esrv_del_item (who->contr, op->count);
2824 op = tmp;
2825 }
2826
2827 esrv_send_item (who, op);
2828 }
2829 }
2830
2831 return 0;
2832 }
2833
2834 /**
2835 * Returns the object that is using location 'loc'.
2836 * Note that 'start' is the first object to start examing - we
2837 * then go through the below of this. In this way, you can do
2838 * something like:
2839 * tmp = get_next_item_from_body_location(who->inv, 1);
2840 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2841 * to find the second object that may use this location, etc.
2842 * Returns NULL if no match is found.
2843 * loc is the index into the array we are looking for a match.
2844 * don't return invisible objects unless they are skill objects
2845 * invisible other objects that use
2846 * up body locations can be used as restrictions.
2847 */
2848 static object *
2849 get_next_item_from_body_location (int loc, object *start)
2850 {
2851 for (object *tmp = start; tmp; tmp = tmp->below)
2852 if (tmp->flag [FLAG_APPLIED]
2853 && tmp->slot[loc].info
2854 && (!tmp->invisible || tmp->type == SKILL))
2855 return tmp;
2856
2857 return 0;
2858 }
2859
2860 /**
2861 * 'op' wants to apply an object, but can't because of other equipment.
2862 * This should only be called when it is known
2863 * that there are objects to unapply. This makes pretty heavy
2864 * use of get_item_from_body_location. It makes no intelligent choice
2865 * on objects - rather, the first that is matched is used.
2866 * Returns 0 on success, returns 1 if there is some problem.
2867 * if aflags is AP_PRINT, we instead print out waht to unapply
2868 * instead of doing it. This is a lot less code than having
2869 * another function that does just that.
2870 */
2871
2872 #define CANNOT_REMOVE_CURSED \
2873 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2874 "Praying over an altar, scrolls of remove curse/damnation, " \
2875 "priests or even other players might help.>"
2876
2877 int
2878 unapply_for_ob (object *who, object *op, int aflags)
2879 {
2880 if (op->is_range ())
2881 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2882 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2884 {
2885 if (aflags & AP_PRINT)
2886 who->failmsg (query_name (tmp));
2887 else
2888 unapply_special (who, tmp, aflags);
2889 }
2890 else
2891 {
2892 /* In this case, we want to try and remove a cursed item.
2893 * While we know it won't work, we want unapply_special to
2894 * at least generate the message.
2895 */
2896 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 return 1;
2898 }
2899
2900 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2901 {
2902 /* this used up a slot that we need to free */
2903 if (op->slot[i].info)
2904 {
2905 object *last = who->inv;
2906
2907 /* We do a while loop - may need to remove several items in order
2908 * to free up enough slots.
2909 */
2910 while ((who->slot[i].used + op->slot[i].info) < 0)
2911 {
2912 object *tmp = get_next_item_from_body_location (i, last);
2913
2914 if (!tmp)
2915 {
2916 #if 0
2917 /* Not a bug - we'll get this if the player has cursed items
2918 * equipped.
2919 */
2920 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2921 #endif
2922 return 1;
2923 }
2924
2925 /* If we are just printing, we don't care about cursed status */
2926 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2927 {
2928 if (aflags & AP_PRINT)
2929 who->failmsg (query_name (tmp));
2930 else
2931 unapply_special (who, tmp, aflags);
2932 }
2933 else
2934 {
2935 /* Cursed item that we can't unequip - tell the player.
2936 * Note this could be annoying if this is just one of a few,
2937 * so it may not be critical (eg, putting on a ring and you have
2938 * one cursed ring.)
2939 */
2940 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2941 }
2942
2943 last = tmp->below;
2944 }
2945 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2946 * return in the !tmp would have kicked in.
2947 */
2948 } /* if op is using this body location */
2949 } /* for body lcoations */
2950
2951 return 0;
2952 }
2953
2954 /**
2955 * Checks to see if 'who' can apply object 'op'.
2956 * Returns 0 if apply can be done without anything special.
2957 * Otherwise returns a bitmask - potentially several of these may be
2958 * set, but largely depends on circumstance - in the future, processing
2959 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2960 * is set, do we really care what the other flags may be?)
2961 *
2962 * See include/define.h for detailed description of the meaning of
2963 * these return values.
2964 */
2965 int
2966 can_apply_object (object *who, object *op)
2967 {
2968 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2969 return RESULT_INT (0);
2970
2971 int retval = 0;
2972 object *tmp = 0, *ws = 0;
2973
2974 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2975 {
2976 if (op->slot[i].info)
2977 {
2978 /* Item uses more slots than we have */
2979 if (who->slot[i].info + op->slot [i].info < 0)
2980 {
2981 /* Could return now for efficiency - rest of info below isn't
2982 * really needed.
2983 */
2984 retval |= CAN_APPLY_NEVER;
2985 }
2986 else if (who->slot[i].used + op->slot[i].info < 0)
2987 {
2988 /* in this case, equipping this would use more free spots than
2989 * we have.
2990 */
2991
2992 /* if we have an applied weapon/shield, and unapply it would free
2993 * enough slots to equip the new item, then just set "can
2994 * apply unapply". We don't care about the logic below - if you have a
2995 * shield equipped and try to equip another shield, there is only
2996 * one choice. However, the check for the number of body locations
2997 * does take into the account cases where what is being applied
2998 * may be two handed for example.
2999 */
3000 if (ws)
3001 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3002 {
3003 retval |= CAN_APPLY_UNAPPLY;
3004 continue;
3005 }
3006
3007 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3008 if (!tmp1)
3009 {
3010 #if 0
3011 /* This is sort of an error, but happens a lot when old players
3012 * join in with more stuff equipped than they are now allowed.
3013 */
3014 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3015 #endif
3016 retval |= CAN_APPLY_NEVER;
3017 }
3018 else
3019 {
3020 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need
3022 * to apply multiple objects
3023 */
3024 retval |= CAN_APPLY_UNAPPLY;
3025
3026 if (!tmp)
3027 tmp = tmp1;
3028 else if (tmp != tmp1)
3029 retval |= CAN_APPLY_UNAPPLY_MULT;
3030
3031 /* This object isn't using up all the slots, so there must
3032 * be another. If so, and it the new item doesn't need all
3033 * the slots, the player then has a choice.
3034 */
3035 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3036 && abs (op->slot[i].info) < who->slot[i].info)
3037 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3038
3039 /* Does unequippint 'tmp1' free up enough slots for this to be
3040 * equipped? If not, there must be something else to unapply.
3041 */
3042 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3043 retval |= CAN_APPLY_UNAPPLY_MULT;
3044 }
3045 } /* if not enough free slots */
3046 } /* if this object uses location i */
3047 } /* for i -> num_body_locations loop */
3048
3049 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3050 * really be controlled by use of body locations. We do have
3051 * the weapon/shield checks, and the range checks for monsters,
3052 * because you can't control those just by body location - bows, shields,
3053 * and weapons all use the same slot. Similar for horn/rod/wand - they
3054 * all use the same location.
3055 */
3056 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3057 retval |= CAN_APPLY_RESTRICTION;
3058
3059 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3060 retval |= CAN_APPLY_RESTRICTION;
3061
3062 if (who->type != PLAYER)
3063 {
3064 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3065 retval |= CAN_APPLY_RESTRICTION;
3066
3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3068 retval |= CAN_APPLY_RESTRICTION;
3069
3070 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3071 retval |= CAN_APPLY_RESTRICTION;
3072
3073 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3074 retval |= CAN_APPLY_RESTRICTION;
3075 }
3076
3077 return retval;
3078 }
3079
3080 /**
3081 * who is the object using the object. It can be a monster.
3082 * op is the object they are using. op is an equipment type item,
3083 * eg, one which you put on and keep on for a while, and not something
3084 * like a potion or scroll.
3085 *
3086 * function returns 1 if the action could not be completed, 0 on
3087 * success. However, success is a matter of meaning - if the
3088 * user passes the 'apply' flag to an object already applied,
3089 * nothing is done, and 0 is returned.
3090 *
3091 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3092 * AP_UNAPPLY=always unapply).
3093 *
3094 * Optional flags:
3095 * AP_NO_MERGE: don't merge an unapplied object with other objects
3096 * AP_IGNORE_CURSE: unapply cursed items
3097 * AP_NO_READY: do not ready skills when applying skill tools
3098 *
3099 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3100 *
3101 * apply_special() doesn't check for unpaid items.
3102 */
3103
3104 #define LACK_ITEM_POWER \
3105 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3106
3107 int
3108 apply_special (object *who, object *op, int aflags)
3109 {
3110 int basic_flag = aflags & AP_BASIC_FLAGS;
3111 object *tmp, *tmp2, *skop = NULL;
3112
3113 if (who == NULL)
3114 {
3115 LOG (llevError, "apply_special() from object without environment.\n");
3116 return 1;
3117 }
3118
3119 if (op->env != who)
3120 return 1; /* op is not in inventory */
3121
3122 /* trying to unequip op */
3123 if (QUERY_FLAG (op, FLAG_APPLIED))
3124 {
3125 /* always apply, so no reason to unapply */
3126 if (basic_flag == AP_APPLY)
3127 return 0;
3128
3129 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3130 {
3131 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3132 return 1;
3133 }
3134
3135 return unapply_special (who, op, aflags);
3136 }
3137
3138 if (basic_flag == AP_UNAPPLY)
3139 return 0;
3140
3141 // if the item is combat/ranged, wield the relevant slot first
3142 // to resolve conflicts.
3143 if (player *pl = who->contr)
3144 switch (op->slottype ())
3145 {
3146 case slot_combat: who->change_weapon (pl->combat_ob); break;
3147 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3148 }
3149
3150 splay (op);
3151
3152 /* Can't just apply this object. Lets see what not and what to do */
3153 if (int i = can_apply_object (who, op))
3154 {
3155 if (i & CAN_APPLY_NEVER)
3156 {
3157 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3158 return 1;
3159 }
3160 else if (i & CAN_APPLY_RESTRICTION)
3161 {
3162 who->failmsg (format (
3163 "You have a prohibition against using a %s. "
3164 "H<Your belief, profession or class prevents you from applying this item.>",
3165 query_name (op)
3166 ));
3167 return 1;
3168 }
3169
3170 if (who->type != PLAYER)
3171 {
3172 /* Some error, so don't try to equip something more */
3173 if (unapply_for_ob (who, op, aflags))
3174 return 1;
3175 }
3176 else
3177 {
3178 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3179 {
3180 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3181 unapply_for_ob (who, op, AP_PRINT);
3182 return 1;
3183 }
3184 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3185 if (unapply_for_ob (who, op, aflags))
3186 return 1;
3187 }
3188 }
3189
3190 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3191 {
3192 skop = find_skill_by_name (who, op->skill);
3193
3194 if (!skop)
3195 {
3196 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3197 return 1;
3198 }
3199 else
3200 /* While experience will be credited properly, we want to change the
3201 * skill so that the dam and wc get updated
3202 */
3203 who->change_skill (skop);
3204 }
3205
3206 if (who->type == PLAYER
3207 && op->item_power
3208 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3209 {
3210 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3211 return 1;
3212 }
3213
3214 /* Ok. We are now at the state where we can apply the new object.
3215 * Note that we don't have the checks for can_use_...
3216 * below - that is already taken care of by can_apply_object.
3217 */
3218 if (op->nrof > 1)
3219 tmp = get_split_ob (op, op->nrof - 1);
3220 else
3221 tmp = 0;
3222
3223 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3224 return RESULT_INT (0);
3225
3226 switch (op->type)
3227 {
3228 case WEAPON:
3229 if (!check_weapon_power (who, op->last_eat))
3230 {
3231 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3232
3233 if (tmp)
3234 insert_ob_in_ob (tmp, who);
3235
3236 return 1;
3237 }
3238
3239 //TODO: this obviously fails for players using a shorter prefix
3240 // i.e. "R" can use Ragnarok's sword.
3241 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3242 {
3243 /* if the weapon does not have the name as the character, can't use it. */
3244 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3245 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3246
3247 if (tmp)
3248 insert_ob_in_ob (tmp, who);
3249
3250 return 1;
3251 }
3252
3253 if (!skop)
3254 {
3255 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3256 return 1;
3257 }
3258
3259 SET_FLAG (op, FLAG_APPLIED);
3260 who->change_skill (skop);
3261
3262 if (who->contr)
3263 who->change_weapon (who->contr->combat_ob = op);
3264
3265 who->statusmsg (format ("You wield %s.", query_name (op)));
3266
3267 SET_FLAG (who, FLAG_READY_WEAPON);
3268 change_abil (who, op);
3269 break;
3270
3271 case ARMOUR:
3272 case HELMET:
3273 case SHIELD:
3274 case BOOTS:
3275 case GLOVES:
3276 case GIRDLE:
3277 case BRACERS:
3278 case CLOAK:
3279 case RING:
3280 case AMULET:
3281 SET_FLAG (op, FLAG_APPLIED);
3282 who->statusmsg (format ("You wear %s.", query_name (op)));
3283 change_abil (who, op);
3284 break;
3285
3286 case LAMP:
3287 if (op->stats.food < 1)
3288 {
3289 who->failmsg (format (
3290 "Your %s is out of fuel! "
3291 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3292 &op->name
3293 ));
3294 return 1;
3295 }
3296
3297 who->statusmsg (format ("You turn on your %s.", &op->name));
3298
3299 tmp2 = arch_to_object (op->other_arch);
3300 tmp2->stats.food = op->stats.food;
3301 SET_FLAG (tmp2, FLAG_APPLIED);
3302
3303 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3304 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3305
3306 insert_ob_in_ob (tmp2, who);
3307
3308 /* Remove the old lantern */
3309 if (who->type == PLAYER)
3310 esrv_del_item (who->contr, op->count);
3311
3312 op->destroy ();
3313
3314 /* insert the portion that was split off */
3315 if (tmp)
3316 {
3317 insert_ob_in_ob (tmp, who);
3318 if (who->type == PLAYER)
3319 esrv_send_item (who, tmp);
3320 }
3321
3322 who->update_stats ();
3323
3324 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3325 if (who->type == PLAYER)
3326 {
3327 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3328 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3329 }
3330
3331 if (who->type == PLAYER)
3332 esrv_send_item (who, tmp2);
3333
3334 return 0;
3335
3336 case SKILL_TOOL:
3337 // applying a skill tool also readies the skill
3338 SET_FLAG (op, FLAG_APPLIED);
3339
3340 if (!(aflags & AP_NO_READY))
3341 {
3342 skop = find_skill_by_name (who, op->skill);
3343 if (!skop->flag [FLAG_APPLIED])
3344 apply_special (who, skop, AP_APPLY);
3345 }
3346 break;
3347
3348 case SKILL:
3349 if (player *pl = who->contr)
3350 {
3351 if (IS_COMBAT_SKILL (op->subtype))
3352 {
3353 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3354 {
3355 for (object *item = who->inv; item; item = item->below)
3356 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3357 {
3358 if (item->skill == op->skill)
3359 {
3360 who->change_weapon (pl->combat_ob = item);
3361 goto found_weapon;
3362 }
3363 }
3364
3365 who->failmsg (format (
3366 "You need to apply a '%s' melee weapon before readying this skill. "
3367 "H<Some skills need an item, in this case a melee weapon, to function.>",
3368 &op->skill
3369 ));
3370 return 1;
3371
3372 found_weapon:;
3373 }
3374 else
3375 who->change_weapon (pl->combat_ob = op);
3376 }
3377 else if (IS_RANGED_SKILL (op->subtype))
3378 {
3379 if (skill_flags [op->subtype] & SF_NEED_BOW)
3380 {
3381 for (object *item = who->inv; item; item = item->below)
3382 if (item->type == BOW && item->flag [FLAG_APPLIED])
3383 {
3384 //TODO: bows should/must all have skill missile weapon right now
3385 who->change_weapon (pl->ranged_ob = item);
3386 goto found_bow;
3387 }
3388
3389 who->failmsg (
3390 "You need to apply a missile weapon before readying this skill. "
3391 "H<Some skills need an item, in this case a missile weapon, to function.>"
3392 );
3393 return 1;
3394
3395 found_bow:;
3396 }
3397 else
3398 who->change_weapon (pl->ranged_ob = op);
3399 }
3400
3401 if (!op->invisible)
3402 {
3403 who->statusmsg (format (
3404 "You ready %s."
3405 "You can now use the skill: %s.",
3406 query_name (op),
3407 &op->skill
3408 ));
3409 }
3410 else
3411 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3412 }
3413 else
3414 {
3415 SET_FLAG (op, FLAG_APPLIED);
3416 change_abil (who, op);
3417 who->chosen_skill = op;
3418 SET_FLAG (who, FLAG_READY_SKILL);
3419 }
3420
3421 break;
3422
3423 case BOW:
3424 if (!check_weapon_power (who, op->last_eat))
3425 {
3426 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3427
3428 if (tmp)
3429 insert_ob_in_ob (tmp, who);
3430
3431 return 1;
3432 }
3433
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 {
3436 who->failmsg ("The weapon does not recognize you as its owner. "
3437 "H<Its name indicates that it belongs to somebody else.>");
3438 if (tmp)
3439 insert_ob_in_ob (tmp, who);
3440
3441 return 1;
3442 }
3443
3444 /*FALLTHROUGH*/
3445 case WAND:
3446 case ROD:
3447 case HORN:
3448 /* check for skill, alter player status */
3449
3450 if (!skop)
3451 {
3452 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3453 return 1;
3454 }
3455
3456 SET_FLAG (op, FLAG_APPLIED);
3457 who->change_skill (skop);
3458
3459 if (who->contr)
3460 {
3461 who->contr->ranged_ob = op;
3462
3463 who->statusmsg (format ("You ready %s.", query_name (op)));
3464
3465 if (op->type == BOW)
3466 {
3467 who->current_weapon = op;
3468 change_abil (who, op);
3469 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3470 }
3471 }
3472 else
3473 {
3474 if (op->type == BOW)
3475 SET_FLAG (who, FLAG_READY_BOW);
3476 else
3477 SET_FLAG (who, FLAG_READY_RANGE);
3478 }
3479
3480 break;
3481
3482 case BUILDER:
3483 if (who->type == PLAYER)
3484 {
3485 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3486 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3487 unapply_special (who, who->contr->ranged_ob, 0);
3488
3489 who->statusmsg (format ("You ready your %s.", query_name (op)));
3490
3491 who->contr->ranged_ob = op;
3492 }
3493 break;
3494
3495 default:
3496 who->statusmsg (format ("You apply %s.", query_name (op)));
3497 }
3498
3499 SET_FLAG (op, FLAG_APPLIED);
3500
3501 if (tmp)
3502 tmp = insert_ob_in_ob (tmp, who);
3503
3504 who->update_stats ();
3505
3506 /* We exclude spell casting objects. The fire code will set the
3507 * been applied flag when they are used - until that point,
3508 * you don't know anything about them.
3509 */
3510 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3511 SET_FLAG (op, FLAG_BEEN_APPLIED);
3512
3513 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3514 if (who->type == PLAYER)
3515 {
3516 who->failmsg (
3517 "Oops, it feels deadly cold! "
3518 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3519 );
3520 SET_FLAG (op, FLAG_KNOWN_CURSED);
3521 }
3522
3523 if (who->type == PLAYER)
3524 {
3525 /* if multiple objects were applied, update both slots */
3526 if (tmp)
3527 esrv_send_item (who, tmp);
3528
3529 esrv_send_item (who, op);
3530 }
3531
3532 return 0;
3533 }
3534
3535 int
3536 monster_apply_special (object *who, object *op, int aflags)
3537 {
3538 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3539 return 1;
3540
3541 return apply_special (who, op, aflags);
3542 }
3543
3544 /**
3545 * Map was just loaded, handle op's initialisation.
3546 *
3547 * Generates shop floor's item, and treasures.
3548 */
3549 int
3550 auto_apply (object *op)
3551 {
3552 object *tmp = NULL, *tmp2;
3553 int i;
3554
3555 switch (op->type)
3556 {
3557 case SHOP_FLOOR:
3558 if (!op->has_random_items ())
3559 return 0;
3560
3561 do
3562 {
3563 i = 10; /* let's give it 10 tries */
3564 while ((tmp = generate_treasure (op->randomitems,
3565 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3566 if (tmp == NULL)
3567 return 0;
3568 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3569 {
3570 tmp->destroy ();
3571 tmp = NULL;
3572 }
3573 }
3574 while (!tmp);
3575
3576 tmp->x = op->x;
3577 tmp->y = op->y;
3578 SET_FLAG (tmp, FLAG_UNPAID);
3579 insert_ob_in_map (tmp, op->map, NULL, 0);
3580 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3581 identify (tmp);
3582 break;
3583
3584 case TREASURE:
3585 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3586 return 0;
3587
3588 while (op->stats.hp-- > 0)
3589 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3591
3592 /* If we generated an object and put it in this object inventory,
3593 * move it to the parent object as the current object is about
3594 * to disappear. An example of this item is the random_* stuff
3595 * that is put inside other objects.
3596 */
3597 for (tmp = op->inv; tmp; tmp = tmp2)
3598 {
3599 tmp2 = tmp->below;
3600 tmp->remove ();
3601
3602 if (op->env)
3603 insert_ob_in_ob (tmp, op->env);
3604 else
3605 tmp->destroy ();
3606 }
3607
3608 op->destroy ();
3609 break;
3610 }
3611 return tmp ? 1 : 0;
3612 }
3613
3614 /**
3615 * fix_auto_apply goes through the entire map every time a map
3616 * is loaded or swapped in and performs special actions for
3617 * certain objects (most initialization of chests and creation of
3618 * treasures and stuff). Calls auto_apply if appropriate.
3619 */
3620 void
3621 maptile::fix_auto_apply ()
3622 {
3623 if (!spaces)
3624 return;
3625
3626 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3627 for (object *tmp = ms->bot; tmp; )
3628 {
3629 object *above = tmp->above;
3630
3631 if (tmp->inv)
3632 {
3633 object *invtmp, *invnext;
3634
3635 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3636 {
3637 invnext = invtmp->below;
3638
3639 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3640 auto_apply (invtmp);
3641 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3642 {
3643 while ((invtmp->stats.hp--) > 0)
3644 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3645
3646 invtmp->randomitems = NULL;
3647 }
3648 else if (invtmp && invtmp->arch
3649 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3650 {
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 /* Need to clear this so that we never try to create
3653 * treasure again for this object
3654 */
3655 invtmp->randomitems = NULL;
3656 }
3657 }
3658 /* This is really temporary - the code at the bottom will
3659 * also set randomitems to null. The problem is there are bunches
3660 * of maps/players already out there with items that have spells
3661 * which haven't had the randomitems set to null yet.
3662 * MSW 2004-05-13
3663 *
3664 * And if it's a spellbook, it's better to set randomitems to NULL too,
3665 * else you get two spells in the book ^_-
3666 * Ryo 2004-08-16
3667 */
3668 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3669 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3670 tmp->randomitems = NULL;
3671
3672 }
3673
3674 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3675 auto_apply (tmp);
3676 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3677 {
3678 while ((tmp->stats.hp--) > 0)
3679 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3680 tmp->randomitems = NULL;
3681 }
3682 else if (tmp->type == TIMED_GATE)
3683 {
3684 object *head = tmp->head != NULL ? tmp->head : tmp;
3685
3686 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3687 tmp->set_speed (0);
3688 }
3689 /* This function can be called everytime a map is loaded, even when
3690 * swapping back in. As such, we don't want to create the treasure
3691 * over and ove again, so after we generate the treasure, blank out
3692 * randomitems so if it is swapped in again, it won't make anything.
3693 * This is a problem for the above objects, because they have counters
3694 * which say how many times to make the treasure.
3695 */
3696 else if (tmp && tmp->arch && tmp->type != PLAYER
3697 && tmp->type != TREASURE && tmp->type != SPELL
3698 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3699 {
3700 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3701 tmp->randomitems = NULL;
3702 }
3703
3704 // close all containers
3705 else if (tmp->type == CONTAINER)
3706 tmp->flag [FLAG_APPLIED] = 0;
3707
3708 tmp = above;
3709 }
3710
3711 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3712 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3713 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3714 check_trigger (tmp, tmp->above);
3715 }
3716
3717 /**
3718 * Handles player eating food that temporarily changes status (resistances, stats).
3719 * This used to call cast_change_attr(), but
3720 * that doesn't work with the new spell code. Since we know what
3721 * the food changes, just grab a force and use that instead.
3722 */
3723 void
3724 eat_special_food (object *who, object *food)
3725 {
3726 object *force;
3727 int i, did_one = 0;
3728
3729 force = get_archetype (FORCE_NAME);
3730
3731 for (i = 0; i < NUM_STATS; i++)
3732 if (sint8 k = food->stats.stat (i))
3733 {
3734 force->stats.stat (i) = k;
3735 did_one = 1;
3736 }
3737
3738 /* check if we can protect the eater */
3739 for (i = 0; i < NROFATTACKS; i++)
3740 {
3741 if (food->resist[i] > 0)
3742 {
3743 force->resist[i] = food->resist[i] / 2;
3744 did_one = 1;
3745 }
3746 }
3747
3748 if (did_one)
3749 {
3750 force->set_speed (0.1);
3751 /* bigger morsel of food = longer effect time */
3752 force->duration = food->stats.food / 5;
3753 SET_FLAG (force, FLAG_APPLIED);
3754 change_abil (who, force);
3755 insert_ob_in_ob (force, who);
3756 }
3757 else
3758 force->destroy ();
3759
3760 /* check for hp, sp change */
3761 if (food->stats.hp != 0)
3762 {
3763 if (QUERY_FLAG (food, FLAG_CURSED))
3764 {
3765 assign (who->contr->killer, food->name);
3766 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3767 who->failmsg ("Eck!...that was poisonous!");
3768 }
3769 else
3770 {
3771 if (food->stats.hp > 0)
3772 who->statusmsg ("You begin to feel better.");
3773 else
3774 who->failmsg ("Eck!...that was poisonous!");
3775
3776 who->stats.hp += food->stats.hp;
3777 }
3778 }
3779 if (food->stats.sp != 0)
3780 {
3781 if (QUERY_FLAG (food, FLAG_CURSED))
3782 {
3783 who->failmsg ("You are drained of mana!");
3784 who->stats.sp -= food->stats.sp;
3785 if (who->stats.sp < 0)
3786 who->stats.sp = 0;
3787 }
3788 else
3789 {
3790 who->statusmsg ("You feel a rush of magical energy!");
3791 who->stats.sp += food->stats.sp;
3792 /* place limit on max sp from food? */
3793 }
3794 }
3795
3796 who->update_stats ();
3797 }
3798
3799 /**
3800 * Designed primarily to light torches/lanterns/etc.
3801 * Also burns up burnable material too. First object in the inventory is
3802 * the selected object to "burn". -b.t.
3803 */
3804 void
3805 apply_lighter (object *who, object *lighter)
3806 {
3807 object *item;
3808 int is_player_env = 0;
3809
3810 item = find_marked_object (who);
3811 if (item)
3812 {
3813 if (lighter->last_eat && lighter->stats.food)
3814 { /* lighter gets used up */
3815 /* Split multiple lighters if they're being used up. Otherwise *
3816 * one charge from each would be used up. --DAMN */
3817 if (lighter->nrof > 1)
3818 {
3819 object *oneLighter = lighter->clone ();
3820
3821 lighter->nrof -= 1;
3822 oneLighter->nrof = 1;
3823 oneLighter->stats.food--;
3824 esrv_send_item (who, lighter);
3825 oneLighter = insert_ob_in_ob (oneLighter, who);
3826 esrv_send_item (who, oneLighter);
3827 }
3828 else
3829 lighter->stats.food--;
3830 }
3831 else if (lighter->last_eat)
3832 {
3833 /* no charges left in lighter */
3834 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3835 return;
3836 }
3837
3838 /* Perhaps we should split what we are trying to light on fire?
3839 * I can't see many times when you would want to light multiple
3840 * objects at once.
3841 */
3842
3843 if (who == item->in_player ())
3844 is_player_env = 1;
3845
3846 save_throw_object (item, AT_FIRE, who);
3847
3848 if (item->destroyed ())
3849 {
3850 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3851 /* Need to update the player so that the players glow radius
3852 * gets changed.
3853 */
3854 if (is_player_env)
3855 who->update_stats ();
3856 }
3857 else
3858 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3859 }
3860 else
3861 who->failmsg ("You need to mark a lightable object.");
3862 }
3863
3864 /**
3865 * op made some mistake with a scroll, this takes care of punishment.
3866 * scroll_failure()- hacked directly from spell_failure
3867 */
3868 void
3869 scroll_failure (object *op, int failure, int power)
3870 {
3871 if (abs (failure / 4) > power)
3872 power = abs (failure / 4); /* set minimum effect */
3873
3874 if (failure <= -1 && failure > -15)
3875 { /* wonder */
3876 object *tmp;
3877
3878 op->failmsg ("Your spell warps!");
3879 tmp = get_archetype (SPELL_WONDER);
3880 cast_wonder (op, op, 0, tmp);
3881 tmp->destroy ();
3882 }
3883 else if (failure <= -15 && failure > -35)
3884 { /* drain mana */
3885 op->failmsg ("Your mana is drained!");
3886 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3887 if (op->stats.sp < 0)
3888 op->stats.sp = 0;
3889 }
3890 else if (settings.spell_failure_effects == TRUE)
3891 {
3892 if (failure <= -35 && failure > -60)
3893 { /* confusion */
3894 op->failmsg ("The magic recoils on you!");
3895 confuse_player (op, op, power);
3896 }
3897 else if (failure <= -60 && failure > -70)
3898 { /* paralysis */
3899 op->failmsg ("The magic recoils and paralyzes you!");
3900 paralyze_player (op, op, power);
3901 }
3902 else if (failure <= -70 && failure > -80)
3903 { /* blind */
3904 op->failmsg ("The magic recoils on you!");
3905 blind_player (op, op, power);
3906 }
3907 else if (failure <= -80)
3908 { /* blast the immediate area */
3909 object *tmp = get_archetype (LOOSE_MANA);
3910 cast_magic_storm (op, tmp, power);
3911 op->failmsg ("You unleash uncontrolled mana!");
3912 tmp->destroy ();
3913 }
3914 }
3915 }
3916
3917 void
3918 apply_changes_to_player (object *pl, object *change)
3919 {
3920 int excess_stat = 0; /* if the stat goes over the maximum
3921 for the race, put the excess stat some
3922 where else. */
3923
3924 switch (change->type)
3925 {
3926 case CLASS:
3927 {
3928 living *stats = &(pl->contr->orig_stats);
3929 living *ns = &(change->stats);
3930 object *walk;
3931 int flag_change_face = 1;
3932
3933 /* the following code assigns stats up to the stat max
3934 * for the race, and if the stat max is exceeded,
3935 * tries to randomly reassign the excess stat
3936 */
3937 int i, j;
3938
3939 for (i = 0; i < NUM_STATS; i++)
3940 {
3941 int race_bonus = pl->arch->stats.stat (i);
3942 sint8 stat = stats->stat (i) + ns->stat (i);
3943
3944 if (stat > 20 + race_bonus)
3945 {
3946 excess_stat++;
3947 stat = 20 + race_bonus;
3948 }
3949
3950 stats->stat (i) = stat;
3951 }
3952
3953 for (j = 0; excess_stat > 0 && j < 100; j++)
3954 { /* try 100 times to assign excess stats */
3955 int i = rndm (0, 6);
3956
3957 if (i == CHA)
3958 continue; /* exclude cha from this */
3959
3960 int stat = stats->stat (i);
3961 int race_bonus = pl->arch->stats.stat (i);
3962 if (stat < 20 + race_bonus)
3963 {
3964 change_attr_value (stats, i, 1);
3965 excess_stat--;
3966 }
3967 }
3968
3969 /* insert the randomitems from the change's treasurelist into
3970 * the player ref: player.c
3971 */
3972 if (change->randomitems != NULL)
3973 give_initial_items (pl, change->randomitems);
3974
3975 /* set up the face, for some races. */
3976
3977 /* first, look for the force object banning
3978 * changing the face. Certain races never change face with class.
3979 */
3980 for (walk = pl->inv; walk != NULL; walk = walk->below)
3981 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3982 flag_change_face = 0;
3983
3984 if (flag_change_face)
3985 {
3986 pl->animation_id = GET_ANIM_ID (change);
3987 pl->face = change->face;
3988
3989 if (QUERY_FLAG (change, FLAG_ANIMATE))
3990 SET_FLAG (pl, FLAG_ANIMATE);
3991 else
3992 CLEAR_FLAG (pl, FLAG_ANIMATE);
3993 }
3994
3995 /* check the special case of can't use weapons */
3996 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3997 if (!strcmp (change->name, "monk"))
3998 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3999
4000 break;
4001 }
4002 }
4003 }
4004
4005 /**
4006 * This handles items of type 'transformer'.
4007 * Basically those items, used with a marked item, transform both items into something
4008 * else.
4009 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4010 * Change information is contained in the 'slaying' field of the marked item.
4011 * The format is as follow: transformer:[number ]yield[;transformer:...].
4012 * This way an item can be transformed in many things, and/or many objects.
4013 * The 'slaying' field for transformer is used as verb for the action.
4014 */
4015 void
4016 apply_item_transformer (object *pl, object *transformer)
4017 {
4018 object *marked;
4019 object *new_item;
4020 char *find;
4021 char *separator;
4022 int yield;
4023 char got[MAX_BUF];
4024 int len;
4025
4026 if (!pl || !transformer)
4027 return;
4028
4029 marked = find_marked_object (pl);
4030
4031 if (!marked)
4032 {
4033 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4034 return;
4035 }
4036
4037 if (!marked->slaying)
4038 {
4039 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4040 return;
4041 }
4042
4043 /* check whether they are compatible or not */
4044 find = strstr (marked->slaying, transformer->arch->archname);
4045 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4046 {
4047 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4048 return;
4049 }
4050
4051 find += strlen (transformer->arch->archname) + 1;
4052 /* Item can be used, now find how many and what it yields */
4053 if (isdigit (*(find)))
4054 {
4055 yield = atoi (find);
4056 if (yield < 1)
4057 {
4058 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4059 yield = 1;
4060 }
4061 }
4062 else
4063 yield = 1;
4064
4065 while (isdigit (*find))
4066 find++;
4067
4068 while (*find == ' ')
4069 find++;
4070
4071 memset (got, 0, MAX_BUF);
4072
4073 if ((separator = strchr (find, ';')) != NULL)
4074 len = separator - find;
4075 else
4076 len = strlen (find);
4077
4078 if (len > MAX_BUF - 1)
4079 len = MAX_BUF - 1;
4080
4081 strcpy (got, find);
4082 got[len] = '\0';
4083
4084 /* Now create new item, remove used ones when required. */
4085 new_item = get_archetype (got);
4086 if (!new_item)
4087 {
4088 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4089 return;
4090 }
4091
4092 new_item->nrof = yield;
4093
4094 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4095
4096 insert_ob_in_ob (new_item, pl);
4097 esrv_send_inventory (pl, pl);
4098 /* Eat up one item */
4099 decrease_ob_nr (marked, 1);
4100
4101 /* Eat one transformer if needed */
4102 if (transformer->stats.food)
4103 if (--transformer->stats.food == 0)
4104 decrease_ob_nr (transformer, 1);
4105 }
4106