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Revision: 1.133
Committed: Thu Sep 27 01:25:05 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.132: +3 -1 lines
Log Message:
add hint

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 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
631 return 0;
632 }
633
634 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0)
636 return 0;
637
638 weapon->level = isqrt (sacrifice_count);
639 eat_item (op, improver->slaying, sacrifice_count);
640
641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
646
647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */
651 decrease_ob (improver);
652 weapon->last_eat = 0;
653 return 1;
654 }
655
656
657 /**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason.
661 *
662 * Checks if weapon was prepared, if enough potions on the floor, ...
663 *
664 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve
667 */
668 int
669 improve_weapon (object *op, object *improver, object *weapon)
670 {
671 int sacrifice_count, sacrifice_needed = 0;
672
673 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon);
675
676 if (weapon->level == 0)
677 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 return 0;
680 }
681
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683 {
684 op->failmsg ("This weapon cannot be improved any more.");
685 return 0;
686 }
687
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689 {
690 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you "
692 "really want to improve it.");
693 return 0;
694 }
695
696 /* This just increases damage by 5 points, no matter what. No sacrifice
697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698 * don't put any maximum value on damage - the limit is how much the
699 * weapon can be improved.
700 */
701 if (improver->stats.sp == IMPROVE_DAMAGE)
702 {
703 weapon->stats.dam += 5;
704 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++;
707
708 weapon->item_power++;
709 decrease_ob (improver);
710 return 1;
711 }
712
713 if (improver->stats.sp == IMPROVE_WEIGHT)
714 {
715 /* Reduce weight by 20% */
716 weapon->weight = (weapon->weight * 8) / 10;
717 if (weapon->weight < 1)
718 weapon->weight = 1;
719
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++;
722 weapon->item_power++;
723 decrease_ob (improver);
724 return 1;
725 }
726 if (improver->stats.sp == IMPROVE_ENCHANT)
727 {
728 weapon->magic++;
729 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver);
732 weapon->item_power++;
733 return 1;
734 }
735
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738
739 if (sacrifice_needed < 1)
740 sacrifice_needed = 1;
741 sacrifice_needed *= 2;
742
743 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed)
745 {
746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 return 0;
748 }
749
750 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++;
752
753 switch (improver->stats.sp)
754 {
755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 default:
763 op->failmsg ("Unknown improvement type.");
764 }
765
766 LOG (llevError, "improve_weapon: Got to end of function\n");
767 return 0;
768 }
769
770 /**
771 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work.
774 */
775 int
776 check_improve_weapon (object *op, object *tmp)
777 {
778 object *otmp;
779
780 if (op->type != PLAYER)
781 return 0;
782
783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784 {
785 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0;
787 }
788
789 otmp = find_marked_object (op);
790 if (!otmp)
791 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0;
794 }
795
796 if (otmp->type != WEAPON && otmp->type != BOW)
797 {
798 op->failmsg ("Marked item is not a weapon or bow!");
799 return 0;
800 }
801
802 op->statusmsg ("Applied weapon builder.");
803
804 improve_weapon (op, tmp, otmp);
805 esrv_send_item (op, otmp);
806 return 1;
807 }
808
809 /**
810 * This code deals with the armour improvment scrolls.
811 * Change limits on improvement - let players go up to
812 * +5 no matter what level, but they are limited by item
813 * power.
814 * Try to use same improvement code as in the common/treasure.c
815 * file, so that if you make a +2 full helm, it will be just
816 * the same as one you find in a shop.
817 *
818 * deprecated comment:
819 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820 * only 'enchantment' of armour is possible - improving
821 * the stats of a player w/ armour as well as a weapon
822 * will probably horribly unbalance the game. Magic enchanting
823 * depends on the level of the character - ie the plus
824 * value (magic) of the armour can never be increased beyond
825 * the level of the character / 10 -- rounding upish, nor may
826 * the armour value of the piece of equipment exceed either
827 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now.
830 */
831 int
832 improve_armour (object *op, object *improver, object *armour)
833 {
834 object *tmp;
835
836 if (armour->magic >= settings.armor_max_enchant)
837 {
838 op->failmsg ("This armour can not be enchanted any further!");
839 return 0;
840 }
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842 * etc), so take the easy way out and don't worry about it.
843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?)
845 */
846 if (armour->title)
847 {
848 op->failmsg ("This armour will not accept further enchantment.");
849 return 0;
850 }
851
852 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge.
854 */
855 if (armour->nrof > 1)
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859
860 armour->magic++;
861
862 if (!settings.armor_speed_linear)
863 {
864 int base = 100;
865 int pow = 0;
866
867 while (pow < armour->magic)
868 {
869 base = base - (base * settings.armor_speed_improvement) / 100;
870 pow++;
871 }
872
873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
874 }
875 else
876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
877
878 if (!settings.armor_weight_linear)
879 {
880 int base = 100;
881 int pow = 0;
882
883 while (pow < armour->magic)
884 {
885 base = base - (base * settings.armor_weight_reduction) / 100;
886 pow++;
887 }
888
889 armour->weight = (armour->arch->weight * base) / 100;
890 }
891 else
892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
893
894 if (armour->weight <= 0)
895 {
896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
897 armour->weight = 1;
898 }
899
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901
902 if (op->type == PLAYER)
903 {
904 esrv_send_item (op, armour);
905 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats ();
907 }
908
909 decrease_ob (improver);
910
911 if (tmp)
912 {
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916
917 return 1;
918 }
919
920 /*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not
922 * what the converter wants, -1 if the converter is broken.
923 */
924 #define CONV_FROM(xyz) xyz->slaying
925 #define CONV_TO(xyz) xyz->other_arch
926 #define CONV_NR(xyz) xyz->stats.sp
927 #define CONV_NEED(xyz) xyz->stats.food
928
929 /* Takes one items and makes another.
930 * converter is the object that is doing the conversion.
931 * item is the object that triggered the converter - if it is not
932 * what the converter wants, this will not do anything.
933 */
934 int
935 convert_item (object *item, object *converter)
936 {
937 int nr = 0;
938 uint32 price_in;
939
940 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck)
943 */
944 if (CONV_FROM (converter) == shstr_money)
945 {
946 if (item->type != MONEY)
947 return 0;
948
949 nr = (item->nrof * item->value) / CONV_NEED (converter);
950 if (!nr)
951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
955 int cost = nr * CONV_NEED (converter) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959
960 decrease_ob_nr (item, cost);
961
962 price_in = cost * item->value;
963 }
964 else
965 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
971
972 if (CONV_NEED (converter))
973 {
974 nr = item->nrof / CONV_NEED (converter);
975 decrease_ob_nr (item, nr * CONV_NEED (converter));
976 price_in = nr * CONV_NEED (converter) * item->value;
977 }
978 else
979 {
980 price_in = item->value;
981 item->destroy ();
982 }
983 }
984
985 if (converter->inv)
986 {
987 object *ob;
988 int i;
989 object *ob_to_copy;
990
991 /* select random object from inventory to copy */
992 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0)
995 ob_to_copy = ob;
996
997 item = object_create_clone (ob_to_copy);
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 }
1001 else
1002 {
1003 if (converter->other_arch == NULL)
1004 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1;
1008 }
1009
1010 item = object_create_arch (converter->other_arch);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 }
1013
1014 if (CONV_NR (converter))
1015 item->nrof = CONV_NR (converter);
1016
1017 if (nr)
1018 item->nrof *= nr;
1019
1020 if (is_in_shop (converter))
1021 SET_FLAG (item, FLAG_UNPAID);
1022 else if (price_in < item->nrof * item->value)
1023 {
1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 /**
1027 * elmex: we are going to let the game continue, as the mapcreator
1028 * hopefully had something in mind when doing this.
1029 */
1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034 return 1;
1035 }
1036
1037 /**
1038 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se).
1040 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041 * added the alchemical cauldron to the code -b.t.
1042 */
1043 int
1044 apply_container (object *op, object *sack)
1045 {
1046 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */
1048
1049 if (!sack || sack->type != CONTAINER)
1050 {
1051 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1052 return 0;
1053 }
1054
1055 op->contr->last_used = 0;
1056
1057 if (sack->env && sack->env != op)
1058 {
1059 op->failmsg ("You must put it onto the floor or into your inventory first.");
1060 return 1;
1061 }
1062
1063 // already applied == open on ground, or open in inv, or active in inv
1064 if (sack->flag [FLAG_APPLIED])
1065 {
1066 if (op->container == sack)
1067 {
1068 // open on ground or inv, so close
1069 op->close_container ();
1070 return 1;
1071 }
1072 else if (!sack->env)
1073 {
1074 // active, but not ours: some other player has opened it
1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1076 return 1;
1077 }
1078
1079 // fall through to opening it (active in inv)
1080 }
1081 else if (sack->env)
1082 {
1083 // it is in our env, so activate it, do not open yet
1084 op->close_container ();
1085 sack->flag [FLAG_APPLIED] = 1;
1086 esrv_update_item (UPD_FLAGS, op, sack);
1087 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 return 1;
1089 }
1090
1091 // it's locked?
1092 if (sack->slaying)
1093 {
1094 if (object *tmp = find_key (op, op, sack))
1095 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1096 else
1097 {
1098 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1099 return 1;
1100 }
1101 }
1102
1103 op->open_container (sack);
1104
1105 return 1;
1106 }
1107
1108 /**
1109 * Handles dropping things on altar.
1110 * Returns true if sacrifice was accepted.
1111 */
1112 static int
1113 apply_altar (object *altar, object *sacrifice, object *originator)
1114 {
1115 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0;
1118
1119 if (operate_altar (altar, &sacrifice))
1120 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * with an altar. We call it a Potion - altars are stationary - it
1123 * is up to map designers to use them properly.
1124 */
1125 if (altar->inv && altar->inv->type == SPELL)
1126 {
1127 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 /* If it is connected, push the button. Fixes some problems with
1130 * old maps.
1131 */
1132
1133 /* push_button (altar);*/
1134 }
1135 else
1136 {
1137 altar->value = 1; /* works only once */
1138 push_button (altar);
1139 }
1140
1141 return !sacrifice;
1142 }
1143 else
1144 return 0;
1145 }
1146
1147 /**
1148 * Handles 'movement' of shop mats.
1149 * Returns 1 if 'op' was destroyed, 0 if not.
1150 * Largely re-written to not use nearly as many gotos, plus
1151 * some of this code just looked plain out of date.
1152 * MSW 2001-08-29
1153 */
1154 int
1155 apply_shop_mat (object *shop_mat, object *op)
1156 {
1157 int rv = 0;
1158 double opinion;
1159 object *tmp, *next;
1160
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1174 if (op->type != PLAYER)
1175 {
1176 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in
1178 * the shop.
1179 */
1180 for (tmp = op->inv; tmp; tmp = next)
1181 {
1182 next = tmp->below;
1183
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187
1188 tmp->remove ();
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 }
1198 }
1199
1200 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK))
1202 return 0;
1203
1204 /* unpaid objects, or non living objects, can't transfer by
1205 * shop mats. Instead, put it on a nearby space.
1206 */
1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1208 {
1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211
1212 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214
1215 return 0;
1216 }
1217 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine.
1219 */
1220 rv = teleport (shop_mat, SHOP_MAT, op);
1221 }
1222 else if (can_pay (op) && get_payment (op))
1223 {
1224 /* this is only used for players */
1225 rv = teleport (shop_mat, SHOP_MAT, op);
1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1233
1234 if (shop_mat->msg)
1235 op->statusmsg (shop_mat->msg);
1236 /* This check below is a bit simplistic - generally it should be correct,
1237 * but there is never a guarantee that the bottom space on the map is
1238 * actually the shop floor.
1239 */
1240 else if (!rv && !is_in_shop (op))
1241 {
1242 opinion = shopkeeper_approval (op->map, op);
1243
1244 op->statusmsg (
1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1246 : opinion >= 0.75 ? "The shopkeeper waves to you."
1247 : opinion >= 0.50 ? "The shopkeeper ignores you."
1248 : "The shopkeeper glares at you with contempt."
1249 );
1250 }
1251 }
1252 else
1253 {
1254 /* if we get here, a player tried to leave a shop but was not able
1255 * to afford the items he has. We try to move the player so that
1256 * they are not on the mat anymore
1257 */
1258 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1259
1260 if (i == -1)
1261 LOG (llevError, "Internal shop-mat problem.\n");
1262 else
1263 {
1264 op->remove ();
1265 op->x += freearr_x[i];
1266 op->y += freearr_y[i];
1267 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1268 }
1269 }
1270
1271 CLEAR_FLAG (op, FLAG_NO_APPLY);
1272 return rv;
1273 }
1274
1275 /**
1276 * Handles applying a sign.
1277 */
1278 static void
1279 apply_sign (object *op, object *sign, int autoapply)
1280 {
1281 readable_message_type *msgType;
1282
1283 if (!sign->msg)
1284 {
1285 op->statusmsg ("Nothing is written on it.");
1286 return;
1287 }
1288
1289 if (sign->stats.food)
1290 {
1291 if (sign->last_eat >= sign->stats.food)
1292 {
1293 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore.");
1295
1296 return;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1300 sign->last_eat++;
1301 }
1302
1303 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1304 * No way to know for sure. The presumption is basically that if
1305 * move_on is zero, it needs to be manually applied (doesn't talk
1306 * to us).
1307 */
1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1309 {
1310 op->failmsg ("You are unable to read while blind!");
1311 return;
1312 }
1313
1314 if (op->contr)
1315 if (client *ns = op->contr->ns)
1316 {
1317 ns->play_sound (sign->sound);
1318
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1323 msgType = get_readable_message_type (sign);
1324 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1328 }
1329
1330 /**
1331 * 'victim' moves onto 'trap'
1332 * 'victim' leaves 'trap'
1333 * effect is determined by move_on/move_off of trap and move_type of victime.
1334 *
1335 * originator: Player, monster or other object that caused 'victim' to move
1336 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1337 * However, some types of traps require an originator to function.
1338 */
1339 void
1340 move_apply (object *trap, object *victim, object *originator)
1341 {
1342 static int recursion_depth = 0;
1343
1344 /* Only exits affect DMs. */
1345 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1346 return;
1347
1348 /* move_apply() is the most likely candidate for causing unwanted and
1349 * possibly unlimited recursion.
1350 */
1351 /* The following was changed because it was causing perfeclty correct
1352 * maps to fail. 1) it's not an error to recurse:
1353 * rune detonates, summoning monster. monster lands on nearby rune.
1354 * nearby rune detonates. This sort of recursion is expected and
1355 * proper. This code was causing needless crashes.
1356 */
1357 if (recursion_depth >= 500)
1358 {
1359 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1361 return;
1362 }
1363
1364 recursion_depth++;
1365 if (trap->head)
1366 trap = trap->head;
1367
1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1369 goto leave;
1370
1371 switch (trap->type)
1372 {
1373 case PLAYERMOVER:
1374 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1375 {
1376 if (!trap->stats.maxsp)
1377 trap->stats.maxsp = 2;
1378
1379 /* Is this correct? From the docs, it doesn't look like it
1380 * should be divided by trap->speed
1381 */
1382 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1383
1384 /* Just put in some sanity check. I think there is a bug in the
1385 * above with some objects have zero speed, and thus the player
1386 * getting permanently paralyzed.
1387 */
1388 if (victim->speed_left < -50.f)
1389 victim->speed_left = -50.f;
1390 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1391 }
1392 goto leave;
1393
1394 case SPINNER:
1395 if (victim->direction)
1396 {
1397 victim->direction = absdir (victim->direction - trap->stats.sp);
1398 update_turn_face (victim);
1399 }
1400 goto leave;
1401
1402 case DIRECTOR:
1403 if (victim->direction && !should_director_abort (trap, victim))
1404 {
1405 victim->direction = trap->stats.sp;
1406 update_turn_face (victim);
1407 }
1408 goto leave;
1409
1410 case BUTTON:
1411 case PEDESTAL:
1412 update_button (trap);
1413 goto leave;
1414
1415 case ALTAR:
1416 /* sacrifice victim on trap */
1417 apply_altar (trap, victim, originator);
1418 goto leave;
1419
1420 case THROWN_OBJ:
1421 if (trap->inv == NULL)
1422 goto leave;
1423 /* fallthrough */
1424
1425 case ARROW:
1426 /* bad bug: monster throw a object, make a step forwards, step on object ,
1427 * trigger this here and get hit by own missile - and will be own enemy.
1428 * Victim then is his own enemy and will start to kill herself (this is
1429 * removed) but we have not synced victim and his missile. To avoid senseless
1430 * action, we avoid hits here
1431 */
1432 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1433 hit_with_arrow (trap, victim);
1434 goto leave;
1435
1436 case SPELL_EFFECT:
1437 apply_spell_effect (trap, victim);
1438 goto leave;
1439
1440 case TRAPDOOR:
1441 {
1442 int max, sound_was_played;
1443 object *ab, *ab_next;
1444
1445 if (!trap->value)
1446 {
1447 int tot;
1448
1449 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1450 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1451 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1452
1453 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1454 goto leave;
1455
1456 SET_ANIMATION (trap, trap->value);
1457 update_object (trap, UP_OBJ_FACE);
1458 }
1459
1460 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1461 {
1462 /* need to set this up, since if we do transfer the object,
1463 * ab->above would be bogus
1464 */
1465 ab_next = ab->above;
1466
1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1468 {
1469 if (!sound_was_played)
1470 {
1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 sound_was_played = 1;
1473 }
1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1477 }
1478 }
1479 goto leave;
1480 }
1481
1482 case CONVERTER:
1483 if (convert_item (victim, trap) < 0)
1484 {
1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1486 get_archetype ("burnout")->insert_at (trap, trap);
1487 }
1488
1489 goto leave;
1490
1491 case TRIGGER_BUTTON:
1492 case TRIGGER_PEDESTAL:
1493 case TRIGGER_ALTAR:
1494 check_trigger (trap, victim);
1495 goto leave;
1496
1497 case DEEP_SWAMP:
1498 walk_on_deep_swamp (trap, victim);
1499 goto leave;
1500
1501 case CHECK_INV:
1502 check_inv (victim, trap);
1503 goto leave;
1504
1505 case HOLE:
1506 /* Hole not open? */
1507 if (trap->stats.wc > 0)
1508 goto leave;
1509
1510 /* Is this a multipart monster and not the head? If so, return.
1511 * Processing will happen if the head runs into the pit
1512 */
1513 if (victim->head)
1514 goto leave;
1515
1516 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1517 victim->statusmsg ("You fall through the hole!", NDI_RED);
1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1519 goto leave;
1520
1521 case EXIT:
1522 if (victim->type == PLAYER && EXIT_PATH (trap))
1523 {
1524 /* Basically, don't show exits leading to random maps the
1525 * players output.
1526 */
1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1528 victim->statusmsg (trap->msg, NDI_NAVY);
1529
1530 trap->play_sound (trap->sound);
1531 victim->enter_exit (trap);
1532 }
1533 goto leave;
1534
1535 case ENCOUNTER:
1536 /* may be some leftovers on this */
1537 goto leave;
1538
1539 case SHOP_MAT:
1540 apply_shop_mat (trap, victim);
1541 goto leave;
1542
1543 /* Drop a certain amount of gold, and have one item identified */
1544 case IDENTIFY_ALTAR:
1545 apply_id_altar (victim, trap, originator);
1546 goto leave;
1547
1548 case SIGN:
1549 if (victim->type != PLAYER && trap->stats.food > 0)
1550 goto leave; /* monsters musn't apply magic_mouths with counters */
1551
1552 apply_sign (victim, trap, 1);
1553 goto leave;
1554
1555 case CONTAINER:
1556 apply_container (victim, trap);
1557 goto leave;
1558
1559 case RUNE:
1560 case TRAP:
1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1562 spring_trap (trap, victim);
1563 goto leave;
1564
1565 default:
1566 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1568 goto leave;
1569 }
1570
1571 leave:
1572 recursion_depth--;
1573 }
1574
1575 /**
1576 * Handles reading a regular (ie not containing a spell) book.
1577 */
1578 static void
1579 apply_book (object *op, object *tmp)
1580 {
1581 int lev_diff;
1582 object *skill_ob;
1583
1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1585 {
1586 op->failmsg ("You are unable to read while blind!");
1587 return;
1588 }
1589
1590 if (!tmp->msg)
1591 {
1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1593 return;
1594 }
1595
1596 /* need a literacy skill to read stuff! */
1597 skill_ob = find_skill_by_name (op, tmp->skill);
1598 if (!skill_ob)
1599 {
1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1601 return;
1602 }
1603
1604 lev_diff = tmp->level - (skill_ob->level + 5);
1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1606 {
1607 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1612 : "This book is totally beyond your comprehension.");
1613 return;
1614 }
1615
1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 {
1622 dynbuf_text buf;
1623 buf << long_desc (tmp, op)
1624 << "\n\n"
1625 << tmp->msg
1626 << '\0';
1627 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1628 }
1629 else
1630 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1631 msgType->message_type, msgType->message_subtype,
1632 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1633 long_desc (tmp, op), &tmp->msg);
1634
1635 /* gain xp from reading */
1636 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1637 { /* only if not read before */
1638 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1639
1640 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1641 {
1642 /*exp_gain *= 2; because they just identified it too */
1643 SET_FLAG (tmp, FLAG_IDENTIFIED);
1644
1645 /* If in a container, update how it looks */
1646 if (tmp->env)
1647 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1648 else
1649 op->contr->ns->floorbox_update ();
1650 }
1651
1652 change_exp (op, exp_gain, skill_ob->skill, 0);
1653 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1654 }
1655 }
1656
1657 /**
1658 * Handles the applying of a skill scroll, calling learn_skill straight.
1659 * op is the person learning the skill, tmp is the skill scroll object
1660 */
1661 static void
1662 apply_skillscroll (object *op, object *tmp)
1663 {
1664 switch (learn_skill (op, tmp))
1665 {
1666 case 0:
1667 op->play_sound (sound_find ("generic_fail"));
1668 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1669 break;
1670
1671 case 1:
1672 decrease_ob (tmp);
1673 op->play_sound (sound_find ("skill_learn"));
1674 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1675 break;
1676
1677 default:
1678 decrease_ob (tmp);
1679 op->play_sound (sound_find ("generic_fail"));
1680 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1681 break;
1682 }
1683 }
1684
1685 /**
1686 * Actually makes op learn spell.
1687 * Informs player of what happens.
1688 */
1689 void
1690 do_learn_spell (object *op, object *spell, int special_prayer)
1691 {
1692 object *tmp;
1693
1694 if (op->type != PLAYER)
1695 {
1696 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1697 return;
1698 }
1699
1700 /* Upgrade special prayers to normal prayers */
1701 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1702 {
1703 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1704 {
1705 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1706 return;
1707 }
1708 return;
1709 }
1710
1711 op->contr->play_sound (sound_find ("learn_spell"));
1712
1713 tmp = spell->clone ();
1714 insert_ob_in_ob (tmp, op);
1715
1716 if (special_prayer)
1717 SET_FLAG (tmp, FLAG_STARTEQUIP);
1718
1719 esrv_add_spells (op->contr, tmp);
1720 }
1721
1722 /**
1723 * Erases spell from player's inventory.
1724 */
1725 void
1726 do_forget_spell (object *op, const char *spell)
1727 {
1728 object *spob;
1729
1730 if (op->type != PLAYER)
1731 {
1732 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1733 return;
1734 }
1735 if ((spob = check_spell_known (op, spell)) == NULL)
1736 {
1737 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1738 return;
1739 }
1740
1741 op->failmsg (format ("You lose knowledge of %s.", spell));
1742 player_unready_range_ob (op->contr, spob);
1743 esrv_remove_spell (op->contr, spob);
1744 spob->destroy ();
1745 }
1746
1747 /**
1748 * Handles player applying a spellbook.
1749 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1750 * stuff like that. Random learning failure too.
1751 */
1752 static void
1753 apply_spellbook (object *op, object *tmp)
1754 {
1755 object *skop, *spell, *spell_skill;
1756
1757 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1758 {
1759 op->failmsg ("You are unable to read while blind.");
1760 return;
1761 }
1762
1763 /* artifact_spellbooks have 'slaying' field point to a spell name,
1764 * instead of having their spell stored in stats.sp. These are
1765 * legacy spellbooks
1766 */
1767 if (tmp->slaying)
1768 {
1769 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1770 if (!spell)
1771 {
1772 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1773 return;
1774 }
1775 else
1776 insert_ob_in_ob (spell, tmp);
1777
1778 tmp->slaying = 0;
1779 }
1780
1781 skop = find_skill_by_name (op, tmp->skill);
1782
1783 /* need a literacy skill to learn spells. Also, having a literacy level
1784 * lower than the spell will make learning the spell more difficult */
1785 if (!skop)
1786 {
1787 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1788 return;
1789 }
1790
1791 spell = tmp->inv;
1792
1793 if (!spell)
1794 {
1795 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1796 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1797 return;
1798 }
1799
1800 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1801 {
1802 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1803 return;
1804 }
1805
1806 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1807
1808 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1809 {
1810 identify (tmp);
1811
1812 if (tmp->env)
1813 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1814 else
1815 op->contr->ns->floorbox_update ();
1816 }
1817
1818 /* I removed the check for special_prayer_mark here - it didn't make
1819 * a lot of sense - special prayers are not found in spellbooks, and
1820 * if the player doesn't know the spell, doesn't make a lot of sense that
1821 * they would have a special prayer mark.
1822 */
1823 if (check_spell_known (op, spell->name))
1824 {
1825 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1826 return;
1827 }
1828
1829 if (spell->skill)
1830 {
1831 spell_skill = find_skill_by_name (op, spell->skill);
1832
1833 if (!spell_skill)
1834 {
1835 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1836 return;
1837 }
1838
1839 if (spell_skill->level < spell->level)
1840 {
1841 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1842 return;
1843 }
1844 }
1845
1846 /* Logic as follows
1847 *
1848 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1849 *
1850 * 2- The learner's skill level in literacy adjusts the chance to learn
1851 * a spell.
1852 *
1853 * 3 -Automatically fail to learn if you read while confused
1854 *
1855 * Overall, chances are the same but a player will find having a high
1856 * literacy rate very useful! -b.t.
1857 */
1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1859 {
1860 op->failmsg ("In your confused state you flub the wording of the text!");
1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1862 }
1863 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1865 {
1866 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1867 do_learn_spell (op, spell, 0);
1868
1869 /* xp gain to literacy for spell learning */
1870 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1871 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1872 }
1873 else
1874 {
1875 op->contr->play_sound (sound_find ("fumble_spell"));
1876 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1877 }
1878
1879 decrease_ob (tmp);
1880 }
1881
1882 /**
1883 * Handles applying a spell scroll.
1884 */
1885 void
1886 apply_scroll (object *op, object *tmp, int dir)
1887 {
1888 object *skop;
1889
1890 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1891 {
1892 op->failmsg ("You are unable to read while blind.");
1893 return;
1894 }
1895
1896 if (!tmp->inv || tmp->inv->type != SPELL)
1897 {
1898 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1899 return;
1900 }
1901
1902 if (op->type == PLAYER)
1903 {
1904 /* players need a literacy skill to read stuff! */
1905 int exp_gain = 0;
1906
1907 /* hard code literacy - tmp->skill points to where the exp
1908 * should go for anything killed by the spell.
1909 */
1910 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1911
1912 if (!skop)
1913 {
1914 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1915 return;
1916 }
1917
1918 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1919 change_exp (op, exp_gain, skop->skill, 0);
1920 }
1921
1922 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1923 identify (tmp);
1924
1925 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1926
1927 cast_spell (op, tmp, dir, tmp->inv, NULL);
1928 decrease_ob (tmp);
1929 }
1930
1931 /**
1932 * Applies a treasure object - by default, chest. op
1933 * is the person doing the applying, tmp is the treasure
1934 * chest.
1935 */
1936 static void
1937 apply_treasure (object *op, object *tmp)
1938 {
1939 /* Nice side effect of this treasure creation method is that the treasure
1940 * for the chest is done when the chest is created, and put into the chest
1941 * inventory. So that when the chest burns up, the items still exist. Also
1942 * prevents people from moving chests to more difficult maps to get better
1943 * treasure
1944 */
1945 object *treas = tmp->inv;
1946
1947 if (!treas)
1948 {
1949 op->statusmsg ("The chest was empty.");
1950 decrease_ob (tmp);
1951 return;
1952 }
1953
1954 while (tmp->inv)
1955 {
1956 treas = tmp->inv;
1957 treas->remove ();
1958
1959 treas->x = op->x;
1960 treas->y = op->y;
1961 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1962
1963 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1964 spring_trap (treas, op);
1965
1966 /* If either player or container was destroyed, no need to do
1967 * further processing. I think this should be enclused with
1968 * spring trap above, as I don't think there is otherwise
1969 * any way for the treasure chest or player to get killed.
1970 */
1971 if (op->destroyed () || tmp->destroyed ())
1972 break;
1973 }
1974
1975 if (!tmp->destroyed () && !tmp->inv)
1976 decrease_ob (tmp);
1977 }
1978
1979 /**
1980 * op eats food.
1981 * If player, takes care of messages and dragon special food.
1982 */
1983 static void
1984 apply_food (object *op, object *tmp)
1985 {
1986 int capacity_remaining;
1987
1988 if (op->type != PLAYER)
1989 op->stats.hp = op->stats.maxhp;
1990 else
1991 {
1992 /* check if this is a dragon (player), eating some flesh */
1993 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1994 ;
1995 else
1996 {
1997 /* usual case - no dragon meal: */
1998 if (op->stats.food + tmp->stats.food > 999)
1999 {
2000 if (tmp->type == FOOD || tmp->type == FLESH)
2001 op->failmsg ("You feel full, but what a waste of food!");
2002 else
2003 op->statusmsg ("Most of the drink goes down your face not your throat!");
2004 }
2005
2006 tmp->play_sound (
2007 tmp->sound
2008 ? tmp->sound
2009 : tmp->type == DRINK
2010 ? sound_find ("eat_drink")
2011 : sound_find ("eat_food")
2012 );
2013
2014 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2015 {
2016 const char *buf;
2017
2018 if (!is_dragon_pl (op))
2019 {
2020 /* eating message for normal players */
2021 if (tmp->type == DRINK)
2022 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2023 else
2024 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2025 }
2026 else
2027 /* eating message for dragon players */
2028 buf = format ("The %s tasted terrible!", &tmp->name);
2029
2030 op->statusmsg (buf);
2031
2032 capacity_remaining = 999 - op->stats.food;
2033 op->stats.food += tmp->stats.food;
2034 if (capacity_remaining < tmp->stats.food)
2035 op->stats.hp += capacity_remaining / 50;
2036 else
2037 op->stats.hp += tmp->stats.food / 50;
2038
2039 if (op->stats.hp > op->stats.maxhp)
2040 op->stats.hp = op->stats.maxhp;
2041 if (op->stats.food > 999)
2042 op->stats.food = 999;
2043 }
2044
2045 /* special food hack -b.t. */
2046 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2047 eat_special_food (op, tmp);
2048 }
2049 }
2050
2051 handle_apply_yield (tmp);
2052 decrease_ob (tmp);
2053 }
2054
2055 /**
2056 * A dragon is eating some flesh. If the flesh contains resistances,
2057 * there is a chance for the dragon's skin to get improved.
2058 *
2059 * attributes:
2060 * object *op the object (dragon player) eating the flesh
2061 * object *meal the flesh item, getting chewed in dragon's mouth
2062 * return:
2063 * int 1 if eating successful, 0 if it doesn't work
2064 */
2065 int
2066 dragon_eat_flesh (object *op, object *meal)
2067 {
2068 object *skin = NULL; /* pointer to dragon skin force */
2069 object *abil = NULL; /* pointer to dragon ability force */
2070 object *tmp = NULL; /* tmp. object */
2071
2072 double chance; /* improvement-chance of one resistance type */
2073 double totalchance = 1; /* total chance of gaining one resistance */
2074 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2075 double mbonus = 0; /* monster bonus */
2076 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2077 int winners = 0; /* number of winners */
2078 int i; /* index */
2079
2080 /* let's make sure and doublecheck the parameters */
2081 if (meal->type != FLESH || !is_dragon_pl (op))
2082 return 0;
2083
2084 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2085 from the player's inventory */
2086 for (tmp = op->inv; tmp; tmp = tmp->below)
2087 if (tmp->type == FORCE)
2088 if (tmp->arch->archname == shstr_dragon_skin_force)
2089 skin = tmp;
2090 else if (tmp->arch->archname == shstr_dragon_ability_force)
2091 abil = tmp;
2092
2093 /* if either skin or ability are missing, this is an old player
2094 which is not to be considered a dragon -> bail out */
2095 if (skin == NULL || abil == NULL)
2096 return 0;
2097
2098 /* now start by filling stomache and health, according to food-value */
2099 if ((999 - op->stats.food) < meal->stats.food)
2100 op->stats.hp += (999 - op->stats.food) / 50;
2101 else
2102 op->stats.hp += meal->stats.food / 50;
2103
2104 if (op->stats.hp > op->stats.maxhp)
2105 op->stats.hp = op->stats.maxhp;
2106
2107 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2108
2109 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2110
2111 /* on to the interesting part: chances for adding resistance */
2112 for (i = 0; i < NROFATTACKS; i++)
2113 {
2114 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2115 {
2116 /* got positive resistance, now calculate improvement chance (0-100) */
2117
2118 /* this bonus makes resistance increase easier at lower levels */
2119 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2120 if (i == abil->stats.exp)
2121 bonus += 5; /* additional bonus for resistance of ability-focus */
2122
2123 /* monster bonus increases with level, because high-level
2124 flesh is too rare */
2125 mbonus = op->level * 20. / ((double) settings.max_level);
2126
2127 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2128 ((double) settings.max_level)) - skin->resist[i];
2129
2130 if (chance >= 0.)
2131 chance += 1.;
2132 else
2133 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2134
2135 /* chance is proportional to amount of resistance (max. 50) */
2136 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2137
2138 /* doubled chance for resistance of ability-focus */
2139 if (i == abil->stats.exp)
2140 chance = MIN (100., chance * 2.);
2141
2142 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2143 if (rndm (10000) < (unsigned int) (chance * 100))
2144 {
2145 atnr_winner[winners] = i;
2146 winners++;
2147 }
2148
2149 if (chance >= 0.01)
2150 totalchance *= 1 - chance / 100;
2151
2152 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2153 }
2154 }
2155
2156 /* inverse totalchance as until now we have the failure-chance */
2157 totalchance = 100 - totalchance * 100;
2158
2159 /* print message according to totalchance */
2160 const char *buf;
2161 if (totalchance > 50.)
2162 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2163 else if (totalchance > 10.)
2164 buf = format ("The %s tasted very good.", &meal->name);
2165 else if (totalchance > 1.)
2166 buf = format ("The %s tasted good.", &meal->name);
2167 else if (totalchance > 0.1)
2168 buf = format ("The %s tasted bland.", &meal->name);
2169 else if (totalchance >= 0.01)
2170 buf = format ("The %s had a boring taste.", &meal->name);
2171 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2172 buf = format ("The %s tasted strange.", &meal->name);
2173 else
2174 buf = format ("The %s had no taste.", &meal->name);
2175
2176 op->statusmsg (buf);
2177
2178 /* now choose a winner if we have any */
2179 i = -1;
2180 if (winners > 0)
2181 i = atnr_winner[RANDOM () % winners];
2182
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2184 {
2185 /* resistance increased! */
2186 skin->resist[i]++;
2187 op->update_stats ();
2188
2189 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2190 }
2191
2192 /* if this flesh contains a new ability focus, we mark it
2193 into the ability_force and it will take effect on next level */
2194 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2195 {
2196 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2197
2198 if (meal->last_eat != abil->stats.exp)
2199 op->statusmsg (format (
2200 "Your metabolism prepares to focus on %s!\n"
2201 "The change will happen at level %d.",
2202 change_resist_msg[meal->last_eat],
2203 abil->level + 1
2204 ));
2205 else
2206 {
2207 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2208 abil->last_eat = 0;
2209 }
2210 }
2211
2212 return 1;
2213 }
2214
2215 /**
2216 * Handles applying an improve armor scroll.
2217 * Does some sanity checks, then calls improve_armour.
2218 */
2219 static void
2220 apply_armour_improver (object *op, object *tmp)
2221 {
2222 object *armor;
2223
2224 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2225 {
2226 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2227 return;
2228 }
2229
2230 armor = find_marked_object (op);
2231
2232 if (!armor)
2233 {
2234 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2235 return;
2236 }
2237
2238 if (armor->type != ARMOUR
2239 && armor->type != CLOAK
2240 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2241 {
2242 op->failmsg ("Your marked item is not armour!\n");
2243 return;
2244 }
2245
2246 op->statusmsg ("Applying armour enchantment.");
2247 improve_armour (op, tmp, armor);
2248 }
2249
2250 extern void
2251 apply_poison (object *op, object *tmp)
2252 {
2253 if (op->type == PLAYER)
2254 {
2255 op->contr->play_sound (sound_find ("drink_poison"));
2256 op->failmsg ("Yech! That tasted poisonous!");
2257 strcpy (op->contr->killer, "poisonous booze");
2258 }
2259
2260 if (tmp->stats.hp > 0)
2261 {
2262 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2263 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2264 }
2265
2266 op->stats.food -= op->stats.food / 4;
2267 handle_apply_yield (tmp);
2268 decrease_ob (tmp);
2269 }
2270
2271 /**
2272 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2273 * A valid 2 way exit means:
2274 * -You can come back (there is another exit at the other side)
2275 * -You are
2276 * ° the owner of the exit
2277 * ° or in the same party as the owner
2278 *
2279 * Note: a owner in a 2 way exit is saved as the owner's name
2280 * in the field exit->name cause the field exit->owner doesn't
2281 * survive in the swapping (in fact the whole exit doesn't survive).
2282 */
2283 int
2284 is_legal_2ways_exit (object *op, object *exit)
2285 {
2286 if (exit->stats.exp != 1)
2287 return 1; /*This is not a 2 way, so it is legal */
2288
2289 #if 0 //TODO
2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2291 return 0; /* This is a reset town portal */
2292 #endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 {
2300 exitmap->load_sync ();
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 {
2309 if (tmp->type != EXIT)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 {
2332 if (!pp->ob)
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break;
2340 }
2341
2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0;
2353
2354 return 1;
2355 }
2356 }
2357
2358 return 0;
2359 }
2360
2361 /**
2362 * Main apply handler.
2363 *
2364 * Checks for unpaid items before applying.
2365 *
2366 * Return value:
2367 * 0: player or monster can't apply objects of that type
2368 * 1: has been applied, or there was an error applying the object
2369 * 2: objects of that type can't be applied if not in inventory
2370 *
2371 * op is the object that is causing object to be applied, tmp is the object
2372 * being applied.
2373 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special
2376 */
2377 int
2378 manual_apply (object *op, object *tmp, int aflag)
2379 {
2380 if (tmp->head)
2381 tmp = tmp->head;
2382
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2384 {
2385 if (op->type == PLAYER)
2386 {
2387 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2388 return 1;
2389 }
2390 else
2391 return 0; /* monsters just skip unpaid items */
2392 }
2393
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395 return RESULT_INT (0);
2396
2397 switch (tmp->type)
2398 {
2399 case CF_HANDLE:
2400 op->play_sound (sound_find ("turn_handle"));
2401 op->statusmsg ("You turn the handle.");
2402 tmp->value = tmp->value ? 0 : 1;
2403 SET_ANIMATION (tmp, tmp->value);
2404 update_object (tmp, UP_OBJ_FACE);
2405 push_button (tmp);
2406 return 1;
2407
2408 case TRIGGER:
2409 if (check_trigger (tmp, op))
2410 {
2411 op->statusmsg ("You turn the handle.");
2412 op->play_sound (sound_find ("turn_handle"));
2413 }
2414 else
2415 op->failmsg ("The handle doesn't move.");
2416
2417 return 1;
2418
2419 case EXIT:
2420 if (op->type != PLAYER)
2421 return 0;
2422
2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2424 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2425 else
2426 {
2427 /* Don't display messages for random maps. */
2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2429 op->statusmsg (tmp->msg, NDI_NAVY);
2430
2431 op->enter_exit (tmp);
2432 }
2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 op->statusmsg (tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2439 return 1;
2440
2441 case SIGN:
2442 apply_sign (op, tmp, 0);
2443 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER)
2447 {
2448 apply_book (op, tmp);
2449 return 1;
2450 }
2451 else
2452 return 0;
2453
2454 case SKILLSCROLL:
2455 if (op->type == PLAYER)
2456 {
2457 apply_skillscroll (op, tmp);
2458 return 1;
2459 }
2460 else
2461 return 0;
2462
2463 case SPELLBOOK:
2464 if (op->type == PLAYER)
2465 {
2466 apply_spellbook (op, tmp);
2467 return 1;
2468 }
2469 else
2470 return 0;
2471
2472 case SCROLL:
2473 apply_scroll (op, tmp, 0);
2474 return 1;
2475
2476 case POTION:
2477 apply_potion (op, tmp);
2478 return 1;
2479
2480 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 //TODO: remove, as it is unsed?
2482 case CLOSE_CON:
2483 apply_container (op, tmp->env);
2484 return 1;
2485
2486 case CONTAINER:
2487 apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER)
2492 {
2493 apply_treasure (op, tmp);
2494 return 1;
2495 }
2496 else
2497 return 0;
2498
2499 case WEAPON:
2500 case ARMOUR:
2501 case BOOTS:
2502 case GLOVES:
2503 case AMULET:
2504 case GIRDLE:
2505 case BRACERS:
2506 case SHIELD:
2507 case HELMET:
2508 case RING:
2509 case CLOAK:
2510 case WAND:
2511 case ROD:
2512 case HORN:
2513 case SKILL:
2514 case BOW:
2515 case LAMP:
2516 case BUILDER:
2517 case SKILL_TOOL:
2518 if (tmp->env != op)
2519 return 2; /* not in inventory */
2520
2521 apply_special (op, tmp, aflag);
2522 return 1;
2523
2524 case DRINK:
2525 case FOOD:
2526 case FLESH:
2527 apply_food (op, tmp);
2528 return 1;
2529
2530 case POISON:
2531 apply_poison (op, tmp);
2532 return 1;
2533
2534 case SAVEBED:
2535 return 1;
2536
2537 case ARMOUR_IMPROVER:
2538 if (op->type == PLAYER)
2539 {
2540 apply_armour_improver (op, tmp);
2541 return 1;
2542 }
2543 else
2544 return 0;
2545
2546 case WEAPON_IMPROVER:
2547 check_improve_weapon (op, tmp);
2548 return 1;
2549
2550 case CLOCK:
2551 if (op->type == PLAYER)
2552 {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod (&tod);
2557 op->play_sound (sound_find ("sound_clock"));
2558 op->statusmsg (format (
2559 "It is %d minute%s past %d o'clock %s",
2560 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2561 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2562 ));
2563 return 1;
2564 }
2565 else
2566 return 0;
2567
2568 case MENU:
2569 if (op->type == PLAYER)
2570 {
2571 shop_listing (tmp, op);
2572 return 1;
2573 }
2574 else
2575 return 0;
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal (op, tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER)
2583 {
2584 apply_lighter (op, tmp);
2585 return 1;
2586 }
2587 else
2588 return 0;
2589
2590 case ITEM_TRANSFORMER:
2591 apply_item_transformer (op, tmp);
2592 return 1;
2593
2594 default:
2595 return 0;
2596 }
2597 }
2598
2599
2600 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2601 * messages as needed by player_apply_below(). But there can still be
2602 * "but you are floating high above the ground" messages.
2603 *
2604 * Same return value as apply() function.
2605 */
2606 int
2607 player_apply (object *pl, object *op, int aflag, int quiet)
2608 {
2609 int tmp;
2610
2611 if (op->env && (pl->move_type & MOVE_FLYING))
2612 {
2613 /* player is flying and applying object not in inventory */
2614 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2615 {
2616 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2617 return 0;
2618 }
2619 }
2620
2621 pl->contr->last_used = op;
2622
2623 tmp = manual_apply (pl, op, aflag);
2624 if (!quiet)
2625 {
2626 if (tmp == 0)
2627 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2628 else if (tmp == 2)
2629 op->failmsg ("You must get it first!\n");
2630 }
2631
2632 return tmp;
2633 }
2634
2635 /**
2636 * player_apply_below attempts to apply the object 'below' the player.
2637 * If the player has an open container, we use that for below, otherwise
2638 * we use the ground.
2639 */
2640 void
2641 player_apply_below (object *pl)
2642 {
2643 int floors = 0;
2644
2645 /* If using a container, set the starting item to be the top
2646 * item in the container. Otherwise, use the map.
2647 * This is perhaps more complicated. However, I want to make sure that
2648 * we don't use a corrupt pointer for the next object, so we get the
2649 * next object in the stack before applying. This is can only be a
2650 * problem if player_apply() has a bug in that it uses the object but does
2651 * not return a proper value.
2652 */
2653 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2654 {
2655 next = tmp->below;
2656
2657 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2658 floors++;
2659 else if (floors > 0)
2660 return; /* process only floor objects after first floor object */
2661
2662 /* If it is visible, player can apply it. If it is applied by
2663 * person moving on it, also activate. Added code to make it
2664 * so that at least one of players movement types be that which
2665 * the item needs.
2666 */
2667 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2668 {
2669 if (player_apply (pl, tmp, 0, 1) == 1)
2670 return;
2671 }
2672 if (floors >= 2)
2673 return; /* process at most two floor objects */
2674 }
2675 }
2676
2677 /**
2678 * Unapplies specified item.
2679 * No check done on cursed/damned.
2680 * Break this out of apply_special - this is just done
2681 * to keep the size of apply_special to a more managable size.
2682 */
2683 static int
2684 unapply_special (object *who, object *op, int aflags)
2685 {
2686 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2687 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2688 return RESULT_INT (0);
2689
2690 CLEAR_FLAG (op, FLAG_APPLIED);
2691
2692 switch (op->type)
2693 {
2694 case SKILL_TOOL:
2695 // unapplying a skill tool should also unapply the skill it governs
2696 // but this is hard, as it shouldn't do so when the skill can
2697 // be used for other reasons
2698 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2699 if (tmp->skill == op->skill
2700 && tmp->type == SKILL
2701 && tmp->flag [FLAG_APPLIED]
2702 && !tmp->flag [FLAG_CAN_USE_SKILL])
2703 unapply_special (who, tmp, 0);
2704
2705 change_abil (who, op);
2706 break;
2707
2708 case WEAPON:
2709 if (player *pl = who->contr)
2710 if (op == pl->combat_ob)
2711 {
2712 pl->combat_ob = 0;
2713 who->change_weapon (pl->ranged_ob);
2714 }
2715
2716 who->statusmsg (format ("You unwield %s.", query_name (op)));
2717
2718 change_abil (who, op);
2719 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2720 break;
2721
2722 case SKILL:
2723 if (who->contr)
2724 {
2725 if (!op->invisible)
2726 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2727 else
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2729 }
2730
2731 change_abil (who, op);
2732 CLEAR_FLAG (who, FLAG_READY_SKILL);
2733 break;
2734
2735 case ARMOUR:
2736 case HELMET:
2737 case SHIELD:
2738 case RING:
2739 case BOOTS:
2740 case GLOVES:
2741 case AMULET:
2742 case GIRDLE:
2743 case BRACERS:
2744 case CLOAK:
2745 who->statusmsg (format ("You unwear %s.", query_name (op)));
2746 change_abil (who, op);
2747 break;
2748
2749 case LAMP:
2750 {
2751 who->statusmsg (format ("You turn off your %s.", &op->name));
2752
2753 object *tmp2 = arch_to_object (op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2761
2762 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2763 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2764
2765 if (who->contr)
2766 esrv_del_item (who->contr, op->count);
2767
2768 op->destroy ();
2769 insert_ob_in_ob (tmp2, who);
2770 who->update_stats ();
2771
2772 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2773 {
2774 if (who->contr)
2775 {
2776 who->failmsg ("Oops, it feels deadly cold!");
2777 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2778 }
2779 }
2780
2781 if (who->contr)
2782 esrv_send_item (who, tmp2);
2783 }
2784
2785 return 1; /* otherwise, an attempt to drop causes problems */
2786
2787 case BOW:
2788 case WAND:
2789 case ROD:
2790 case HORN:
2791 if (player *pl = who->contr)
2792 {
2793 if (op == pl->ranged_ob)
2794 {
2795 pl->ranged_ob = 0;
2796 who->change_weapon (pl->combat_ob);
2797 }
2798
2799 who->statusmsg (format ("You unready %s.", query_name (op)));
2800 }
2801 else
2802 {
2803 who->change_skill (0);
2804
2805 if (op->type == BOW)
2806 CLEAR_FLAG (who, FLAG_READY_BOW);
2807 else
2808 CLEAR_FLAG (who, FLAG_READY_RANGE);
2809 }
2810
2811 break;
2812
2813 case BUILDER:
2814 if (who->contr)
2815 who->statusmsg (format ("You unready %s.", query_name (op)));
2816 break;
2817
2818 default:
2819 who->statusmsg (format ("You unapply %s.", query_name (op)));
2820 break;
2821 }
2822
2823 who->update_stats ();
2824
2825 if (!(aflags & AP_NO_MERGE))
2826 {
2827 object *tmp = merge_ob (op, 0);
2828
2829 if (who->contr)
2830 {
2831 if (tmp)
2832 { /* it was merged */
2833 esrv_del_item (who->contr, op->count);
2834 op = tmp;
2835 }
2836
2837 esrv_send_item (who, op);
2838 }
2839 }
2840
2841 return 0;
2842 }
2843
2844 /**
2845 * Returns the object that is using location 'loc'.
2846 * Note that 'start' is the first object to start examing - we
2847 * then go through the below of this. In this way, you can do
2848 * something like:
2849 * tmp = get_next_item_from_body_location(who->inv, 1);
2850 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2851 * to find the second object that may use this location, etc.
2852 * Returns NULL if no match is found.
2853 * loc is the index into the array we are looking for a match.
2854 * don't return invisible objects unless they are skill objects
2855 * invisible other objects that use
2856 * up body locations can be used as restrictions.
2857 */
2858 static object *
2859 get_next_item_from_body_location (int loc, object *start)
2860 {
2861 for (object *tmp = start; tmp; tmp = tmp->below)
2862 if (tmp->flag [FLAG_APPLIED]
2863 && tmp->slot[loc].info
2864 && (!tmp->invisible || tmp->type == SKILL))
2865 return tmp;
2866
2867 return 0;
2868 }
2869
2870 /**
2871 * 'op' wants to apply an object, but can't because of other equipment.
2872 * This should only be called when it is known
2873 * that there are objects to unapply. This makes pretty heavy
2874 * use of get_item_from_body_location. It makes no intelligent choice
2875 * on objects - rather, the first that is matched is used.
2876 * Returns 0 on success, returns 1 if there is some problem.
2877 * if aflags is AP_PRINT, we instead print out waht to unapply
2878 * instead of doing it. This is a lot less code than having
2879 * another function that does just that.
2880 */
2881
2882 #define CANNOT_REMOVE_CURSED \
2883 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2884 "Praying over an altar, scrolls of remove curse/damnation, " \
2885 "priests or even other players might help.>"
2886
2887 int
2888 unapply_for_ob (object *who, object *op, int aflags)
2889 {
2890 if (op->is_range ())
2891 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2892 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2893 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2894 {
2895 if (aflags & AP_PRINT)
2896 who->failmsg (query_name (tmp));
2897 else
2898 unapply_special (who, tmp, aflags);
2899 }
2900 else
2901 {
2902 /* In this case, we want to try and remove a cursed item.
2903 * While we know it won't work, we want unapply_special to
2904 * at least generate the message.
2905 */
2906 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2907 return 1;
2908 }
2909
2910 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2911 {
2912 /* this used up a slot that we need to free */
2913 if (op->slot[i].info)
2914 {
2915 object *last = who->inv;
2916
2917 /* We do a while loop - may need to remove several items in order
2918 * to free up enough slots.
2919 */
2920 while ((who->slot[i].used + op->slot[i].info) < 0)
2921 {
2922 object *tmp = get_next_item_from_body_location (i, last);
2923
2924 if (!tmp)
2925 {
2926 #if 0
2927 /* Not a bug - we'll get this if the player has cursed items
2928 * equipped.
2929 */
2930 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2931 #endif
2932 return 1;
2933 }
2934
2935 /* If we are just printing, we don't care about cursed status */
2936 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2937 {
2938 if (aflags & AP_PRINT)
2939 who->failmsg (query_name (tmp));
2940 else
2941 unapply_special (who, tmp, aflags);
2942 }
2943 else
2944 {
2945 /* Cursed item that we can't unequip - tell the player.
2946 * Note this could be annoying if this is just one of a few,
2947 * so it may not be critical (eg, putting on a ring and you have
2948 * one cursed ring.)
2949 */
2950 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2951 }
2952
2953 last = tmp->below;
2954 }
2955 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2956 * return in the !tmp would have kicked in.
2957 */
2958 } /* if op is using this body location */
2959 } /* for body lcoations */
2960
2961 return 0;
2962 }
2963
2964 /**
2965 * Checks to see if 'who' can apply object 'op'.
2966 * Returns 0 if apply can be done without anything special.
2967 * Otherwise returns a bitmask - potentially several of these may be
2968 * set, but largely depends on circumstance - in the future, processing
2969 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2970 * is set, do we really care what the other flags may be?)
2971 *
2972 * See include/define.h for detailed description of the meaning of
2973 * these return values.
2974 */
2975 int
2976 can_apply_object (object *who, object *op)
2977 {
2978 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2979 return RESULT_INT (0);
2980
2981 int retval = 0;
2982 object *tmp = 0, *ws = 0;
2983
2984 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2985 {
2986 if (op->slot[i].info)
2987 {
2988 /* Item uses more slots than we have */
2989 if (who->slot[i].info + op->slot [i].info < 0)
2990 {
2991 /* Could return now for efficiency - rest of info below isn't
2992 * really needed.
2993 */
2994 retval |= CAN_APPLY_NEVER;
2995 }
2996 else if (who->slot[i].used + op->slot[i].info < 0)
2997 {
2998 /* in this case, equipping this would use more free spots than
2999 * we have.
3000 */
3001
3002 /* if we have an applied weapon/shield, and unapply it would free
3003 * enough slots to equip the new item, then just set "can
3004 * apply unapply". We don't care about the logic below - if you have a
3005 * shield equipped and try to equip another shield, there is only
3006 * one choice. However, the check for the number of body locations
3007 * does take into the account cases where what is being applied
3008 * may be two handed for example.
3009 */
3010 if (ws)
3011 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3012 {
3013 retval |= CAN_APPLY_UNAPPLY;
3014 continue;
3015 }
3016
3017 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3018 if (!tmp1)
3019 {
3020 #if 0
3021 /* This is sort of an error, but happens a lot when old players
3022 * join in with more stuff equipped than they are now allowed.
3023 */
3024 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3025 #endif
3026 retval |= CAN_APPLY_NEVER;
3027 }
3028 else
3029 {
3030 /* need to unapply something. However, if this something
3031 * is different than we had found before, it means they need
3032 * to apply multiple objects
3033 */
3034 retval |= CAN_APPLY_UNAPPLY;
3035
3036 if (!tmp)
3037 tmp = tmp1;
3038 else if (tmp != tmp1)
3039 retval |= CAN_APPLY_UNAPPLY_MULT;
3040
3041 /* This object isn't using up all the slots, so there must
3042 * be another. If so, and it the new item doesn't need all
3043 * the slots, the player then has a choice.
3044 */
3045 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3046 && abs (op->slot[i].info) < who->slot[i].info)
3047 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3048
3049 /* Does unequippint 'tmp1' free up enough slots for this to be
3050 * equipped? If not, there must be something else to unapply.
3051 */
3052 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3053 retval |= CAN_APPLY_UNAPPLY_MULT;
3054 }
3055 } /* if not enough free slots */
3056 } /* if this object uses location i */
3057 } /* for i -> num_body_locations loop */
3058
3059 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3060 * really be controlled by use of body locations. We do have
3061 * the weapon/shield checks, and the range checks for monsters,
3062 * because you can't control those just by body location - bows, shields,
3063 * and weapons all use the same slot. Similar for horn/rod/wand - they
3064 * all use the same location.
3065 */
3066 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3067 retval |= CAN_APPLY_RESTRICTION;
3068
3069 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3070 retval |= CAN_APPLY_RESTRICTION;
3071
3072 if (who->type != PLAYER)
3073 {
3074 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3075 retval |= CAN_APPLY_RESTRICTION;
3076
3077 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3078 retval |= CAN_APPLY_RESTRICTION;
3079
3080 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3081 retval |= CAN_APPLY_RESTRICTION;
3082
3083 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3084 retval |= CAN_APPLY_RESTRICTION;
3085 }
3086
3087 return retval;
3088 }
3089
3090 /**
3091 * who is the object using the object. It can be a monster.
3092 * op is the object they are using. op is an equipment type item,
3093 * eg, one which you put on and keep on for a while, and not something
3094 * like a potion or scroll.
3095 *
3096 * function returns 1 if the action could not be completed, 0 on
3097 * success. However, success is a matter of meaning - if the
3098 * user passes the 'apply' flag to an object already applied,
3099 * nothing is done, and 0 is returned.
3100 *
3101 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3102 * AP_UNAPPLY=always unapply).
3103 *
3104 * Optional flags:
3105 * AP_NO_MERGE: don't merge an unapplied object with other objects
3106 * AP_IGNORE_CURSE: unapply cursed items
3107 * AP_NO_READY: do not ready skills when applying skill tools
3108 *
3109 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3110 *
3111 * apply_special() doesn't check for unpaid items.
3112 */
3113
3114 #define LACK_ITEM_POWER \
3115 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3116
3117 int
3118 apply_special (object *who, object *op, int aflags)
3119 {
3120 int basic_flag = aflags & AP_BASIC_FLAGS;
3121 object *tmp, *tmp2, *skop = NULL;
3122
3123 if (who == NULL)
3124 {
3125 LOG (llevError, "apply_special() from object without environment.\n");
3126 return 1;
3127 }
3128
3129 if (op->env != who)
3130 return 1; /* op is not in inventory */
3131
3132 /* trying to unequip op */
3133 if (QUERY_FLAG (op, FLAG_APPLIED))
3134 {
3135 /* always apply, so no reason to unapply */
3136 if (basic_flag == AP_APPLY)
3137 return 0;
3138
3139 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3140 {
3141 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3142 return 1;
3143 }
3144
3145 return unapply_special (who, op, aflags);
3146 }
3147
3148 if (basic_flag == AP_UNAPPLY)
3149 return 0;
3150
3151 // if the item is combat/ranged, wield the relevant slot first
3152 // to resolve conflicts.
3153 if (player *pl = who->contr)
3154 switch (op->slottype ())
3155 {
3156 case slot_combat: who->change_weapon (pl->combat_ob); break;
3157 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3158 }
3159
3160 splay (op);
3161
3162 /* Can't just apply this object. Lets see what not and what to do */
3163 if (int i = can_apply_object (who, op))
3164 {
3165 if (i & CAN_APPLY_NEVER)
3166 {
3167 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3168 return 1;
3169 }
3170 else if (i & CAN_APPLY_RESTRICTION)
3171 {
3172 who->failmsg (format (
3173 "You have a prohibition against using a %s. "
3174 "H<Your belief, profession or class prevents you from applying this item.>",
3175 query_name (op)
3176 ));
3177 return 1;
3178 }
3179
3180 if (who->type != PLAYER)
3181 {
3182 /* Some error, so don't try to equip something more */
3183 if (unapply_for_ob (who, op, aflags))
3184 return 1;
3185 }
3186 else
3187 {
3188 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3189 {
3190 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3191 unapply_for_ob (who, op, AP_PRINT);
3192 return 1;
3193 }
3194 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3195 if (unapply_for_ob (who, op, aflags))
3196 return 1;
3197 }
3198 }
3199
3200 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3201 {
3202 skop = find_skill_by_name (who, op->skill);
3203
3204 if (!skop)
3205 {
3206 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3207 return 1;
3208 }
3209 else
3210 /* While experience will be credited properly, we want to change the
3211 * skill so that the dam and wc get updated
3212 */
3213 who->change_skill (skop);
3214 }
3215
3216 if (who->type == PLAYER
3217 && op->item_power
3218 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3219 {
3220 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3221 return 1;
3222 }
3223
3224 /* Ok. We are now at the state where we can apply the new object.
3225 * Note that we don't have the checks for can_use_...
3226 * below - that is already taken care of by can_apply_object.
3227 */
3228 if (op->nrof > 1)
3229 tmp = get_split_ob (op, op->nrof - 1);
3230 else
3231 tmp = 0;
3232
3233 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3234 return RESULT_INT (0);
3235
3236 switch (op->type)
3237 {
3238 case WEAPON:
3239 if (!check_weapon_power (who, op->last_eat))
3240 {
3241 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3242
3243 if (tmp)
3244 insert_ob_in_ob (tmp, who);
3245
3246 return 1;
3247 }
3248
3249 //TODO: this obviously fails for players using a shorter prefix
3250 // i.e. "R" can use Ragnarok's sword.
3251 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3252 {
3253 /* if the weapon does not have the name as the character, can't use it. */
3254 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3255 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3256
3257 if (tmp)
3258 insert_ob_in_ob (tmp, who);
3259
3260 return 1;
3261 }
3262
3263 if (!skop)
3264 {
3265 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3266 return 1;
3267 }
3268
3269 SET_FLAG (op, FLAG_APPLIED);
3270 who->change_skill (skop);
3271
3272 if (who->contr)
3273 who->change_weapon (who->contr->combat_ob = op);
3274
3275 who->statusmsg (format ("You wield %s.", query_name (op)));
3276
3277 SET_FLAG (who, FLAG_READY_WEAPON);
3278 change_abil (who, op);
3279 break;
3280
3281 case ARMOUR:
3282 case HELMET:
3283 case SHIELD:
3284 case BOOTS:
3285 case GLOVES:
3286 case GIRDLE:
3287 case BRACERS:
3288 case CLOAK:
3289 case RING:
3290 case AMULET:
3291 SET_FLAG (op, FLAG_APPLIED);
3292 who->statusmsg (format ("You wear %s.", query_name (op)));
3293 change_abil (who, op);
3294 break;
3295
3296 case LAMP:
3297 if (op->stats.food < 1)
3298 {
3299 who->failmsg (format (
3300 "Your %s is out of fuel! "
3301 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3302 &op->name
3303 ));
3304 return 1;
3305 }
3306
3307 who->statusmsg (format ("You turn on your %s.", &op->name));
3308
3309 tmp2 = arch_to_object (op->other_arch);
3310 tmp2->stats.food = op->stats.food;
3311 SET_FLAG (tmp2, FLAG_APPLIED);
3312
3313 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3314 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3315
3316 insert_ob_in_ob (tmp2, who);
3317
3318 /* Remove the old lantern */
3319 if (who->type == PLAYER)
3320 esrv_del_item (who->contr, op->count);
3321
3322 op->destroy ();
3323
3324 /* insert the portion that was split off */
3325 if (tmp)
3326 {
3327 insert_ob_in_ob (tmp, who);
3328 if (who->type == PLAYER)
3329 esrv_send_item (who, tmp);
3330 }
3331
3332 who->update_stats ();
3333
3334 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3335 if (who->type == PLAYER)
3336 {
3337 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3338 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3339 }
3340
3341 if (who->type == PLAYER)
3342 esrv_send_item (who, tmp2);
3343
3344 return 0;
3345
3346 case SKILL_TOOL:
3347 // applying a skill tool also readies the skill
3348 SET_FLAG (op, FLAG_APPLIED);
3349
3350 if (!(aflags & AP_NO_READY))
3351 {
3352 skop = find_skill_by_name (who, op->skill);
3353 if (!skop->flag [FLAG_APPLIED])
3354 apply_special (who, skop, AP_APPLY);
3355 }
3356 break;
3357
3358 case SKILL:
3359 if (player *pl = who->contr)
3360 {
3361 if (IS_COMBAT_SKILL (op->subtype))
3362 {
3363 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3364 {
3365 for (object *item = who->inv; item; item = item->below)
3366 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3367 {
3368 if (item->skill == op->skill)
3369 {
3370 who->change_weapon (pl->combat_ob = item);
3371 goto found_weapon;
3372 }
3373 }
3374
3375 who->failmsg (format (
3376 "You need to apply a '%s' melee weapon before readying this skill. "
3377 "H<Some skills need an item, in this case a melee weapon, to function.>",
3378 &op->skill
3379 ));
3380 return 1;
3381
3382 found_weapon:;
3383 }
3384 else
3385 who->change_weapon (pl->combat_ob = op);
3386 }
3387 else if (IS_RANGED_SKILL (op->subtype))
3388 {
3389 if (skill_flags [op->subtype] & SF_NEED_BOW)
3390 {
3391 for (object *item = who->inv; item; item = item->below)
3392 if (item->type == BOW && item->flag [FLAG_APPLIED])
3393 {
3394 //TODO: bows should/must all have skill missile weapon right now
3395 who->change_weapon (pl->ranged_ob = item);
3396 goto found_bow;
3397 }
3398
3399 who->failmsg (
3400 "You need to apply a missile weapon before readying this skill. "
3401 "H<Some skills need an item, in this case a missile weapon, to function.>"
3402 );
3403 return 1;
3404
3405 found_bow:;
3406 }
3407 else
3408 who->change_weapon (pl->ranged_ob = op);
3409 }
3410
3411 if (!op->invisible)
3412 {
3413 who->statusmsg (format (
3414 "You ready %s."
3415 "You can now use the skill: %s.",
3416 query_name (op),
3417 &op->skill
3418 ));
3419 }
3420 else
3421 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3422 }
3423 else
3424 {
3425 SET_FLAG (op, FLAG_APPLIED);
3426 change_abil (who, op);
3427 who->chosen_skill = op;
3428 SET_FLAG (who, FLAG_READY_SKILL);
3429 }
3430
3431 break;
3432
3433 case BOW:
3434 if (!check_weapon_power (who, op->last_eat))
3435 {
3436 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3437
3438 if (tmp)
3439 insert_ob_in_ob (tmp, who);
3440
3441 return 1;
3442 }
3443
3444 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3445 {
3446 who->failmsg ("The weapon does not recognize you as its owner. "
3447 "H<Its name indicates that it belongs to somebody else.>");
3448 if (tmp)
3449 insert_ob_in_ob (tmp, who);
3450
3451 return 1;
3452 }
3453
3454 /*FALLTHROUGH*/
3455 case WAND:
3456 case ROD:
3457 case HORN:
3458 /* check for skill, alter player status */
3459
3460 if (!skop)
3461 {
3462 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3463 return 1;
3464 }
3465
3466 SET_FLAG (op, FLAG_APPLIED);
3467 who->change_skill (skop);
3468
3469 if (who->contr)
3470 {
3471 who->contr->ranged_ob = op;
3472
3473 who->statusmsg (format ("You ready %s.", query_name (op)));
3474
3475 if (op->type == BOW)
3476 {
3477 who->current_weapon = op;
3478 change_abil (who, op);
3479 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3480 }
3481 }
3482 else
3483 {
3484 if (op->type == BOW)
3485 SET_FLAG (who, FLAG_READY_BOW);
3486 else
3487 SET_FLAG (who, FLAG_READY_RANGE);
3488 }
3489
3490 break;
3491
3492 case BUILDER:
3493 if (who->type == PLAYER)
3494 {
3495 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3496 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3497 unapply_special (who, who->contr->ranged_ob, 0);
3498
3499 who->statusmsg (format ("You ready your %s.", query_name (op)));
3500
3501 who->contr->ranged_ob = op;
3502 }
3503 break;
3504
3505 default:
3506 who->statusmsg (format ("You apply %s.", query_name (op)));
3507 }
3508
3509 SET_FLAG (op, FLAG_APPLIED);
3510
3511 if (tmp)
3512 tmp = insert_ob_in_ob (tmp, who);
3513
3514 who->update_stats ();
3515
3516 /* We exclude spell casting objects. The fire code will set the
3517 * been applied flag when they are used - until that point,
3518 * you don't know anything about them.
3519 */
3520 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3521 SET_FLAG (op, FLAG_BEEN_APPLIED);
3522
3523 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3524 if (who->type == PLAYER)
3525 {
3526 who->failmsg (
3527 "Oops, it feels deadly cold! "
3528 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3529 );
3530 SET_FLAG (op, FLAG_KNOWN_CURSED);
3531 }
3532
3533 if (who->type == PLAYER)
3534 {
3535 /* if multiple objects were applied, update both slots */
3536 if (tmp)
3537 esrv_send_item (who, tmp);
3538
3539 esrv_send_item (who, op);
3540 }
3541
3542 return 0;
3543 }
3544
3545 int
3546 monster_apply_special (object *who, object *op, int aflags)
3547 {
3548 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3549 return 1;
3550
3551 return apply_special (who, op, aflags);
3552 }
3553
3554 /**
3555 * Map was just loaded, handle op's initialisation.
3556 *
3557 * Generates shop floor's item, and treasures.
3558 */
3559 int
3560 auto_apply (object *op)
3561 {
3562 object *tmp = NULL, *tmp2;
3563 int i;
3564
3565 switch (op->type)
3566 {
3567 case SHOP_FLOOR:
3568 if (!op->has_random_items ())
3569 return 0;
3570
3571 do
3572 {
3573 i = 10; /* let's give it 10 tries */
3574 while ((tmp = generate_treasure (op->randomitems,
3575 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3576 if (tmp == NULL)
3577 return 0;
3578 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3579 {
3580 tmp->destroy ();
3581 tmp = NULL;
3582 }
3583 }
3584 while (!tmp);
3585
3586 tmp->x = op->x;
3587 tmp->y = op->y;
3588 SET_FLAG (tmp, FLAG_UNPAID);
3589 insert_ob_in_map (tmp, op->map, NULL, 0);
3590 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3591 identify (tmp);
3592 break;
3593
3594 case TREASURE:
3595 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3596 return 0;
3597
3598 while (op->stats.hp-- > 0)
3599 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3600 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3601
3602 /* If we generated an object and put it in this object inventory,
3603 * move it to the parent object as the current object is about
3604 * to disappear. An example of this item is the random_* stuff
3605 * that is put inside other objects.
3606 */
3607 for (tmp = op->inv; tmp; tmp = tmp2)
3608 {
3609 tmp2 = tmp->below;
3610 tmp->remove ();
3611
3612 if (op->env)
3613 insert_ob_in_ob (tmp, op->env);
3614 else
3615 tmp->destroy ();
3616 }
3617
3618 op->destroy ();
3619 break;
3620 }
3621 return tmp ? 1 : 0;
3622 }
3623
3624 /**
3625 * fix_auto_apply goes through the entire map every time a map
3626 * is loaded or swapped in and performs special actions for
3627 * certain objects (most initialization of chests and creation of
3628 * treasures and stuff). Calls auto_apply if appropriate.
3629 */
3630 void
3631 maptile::fix_auto_apply ()
3632 {
3633 if (!spaces)
3634 return;
3635
3636 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3637 for (object *tmp = ms->bot; tmp; )
3638 {
3639 object *above = tmp->above;
3640
3641 if (tmp->inv)
3642 {
3643 object *invtmp, *invnext;
3644
3645 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3646 {
3647 invnext = invtmp->below;
3648
3649 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3650 auto_apply (invtmp);
3651 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3652 {
3653 while ((invtmp->stats.hp--) > 0)
3654 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3655
3656 invtmp->randomitems = NULL;
3657 }
3658 else if (invtmp && invtmp->arch
3659 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3660 {
3661 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3662 /* Need to clear this so that we never try to create
3663 * treasure again for this object
3664 */
3665 invtmp->randomitems = NULL;
3666 }
3667 }
3668 /* This is really temporary - the code at the bottom will
3669 * also set randomitems to null. The problem is there are bunches
3670 * of maps/players already out there with items that have spells
3671 * which haven't had the randomitems set to null yet.
3672 * MSW 2004-05-13
3673 *
3674 * And if it's a spellbook, it's better to set randomitems to NULL too,
3675 * else you get two spells in the book ^_-
3676 * Ryo 2004-08-16
3677 */
3678 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3679 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3680 tmp->randomitems = NULL;
3681
3682 }
3683
3684 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3685 auto_apply (tmp);
3686 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3687 {
3688 while ((tmp->stats.hp--) > 0)
3689 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3690 tmp->randomitems = NULL;
3691 }
3692 else if (tmp->type == TIMED_GATE)
3693 {
3694 object *head = tmp->head != NULL ? tmp->head : tmp;
3695
3696 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3697 tmp->set_speed (0);
3698 }
3699 /* This function can be called everytime a map is loaded, even when
3700 * swapping back in. As such, we don't want to create the treasure
3701 * over and ove again, so after we generate the treasure, blank out
3702 * randomitems so if it is swapped in again, it won't make anything.
3703 * This is a problem for the above objects, because they have counters
3704 * which say how many times to make the treasure.
3705 */
3706 else if (tmp && tmp->arch && tmp->type != PLAYER
3707 && tmp->type != TREASURE && tmp->type != SPELL
3708 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3709 {
3710 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3711 tmp->randomitems = NULL;
3712 }
3713
3714 // close all containers
3715 else if (tmp->type == CONTAINER)
3716 tmp->flag [FLAG_APPLIED] = 0;
3717
3718 tmp = above;
3719 }
3720
3721 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3722 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3723 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3724 check_trigger (tmp, tmp->above);
3725 }
3726
3727 /**
3728 * Handles player eating food that temporarily changes status (resistances, stats).
3729 * This used to call cast_change_attr(), but
3730 * that doesn't work with the new spell code. Since we know what
3731 * the food changes, just grab a force and use that instead.
3732 */
3733 void
3734 eat_special_food (object *who, object *food)
3735 {
3736 object *force;
3737 int i, did_one = 0;
3738
3739 force = get_archetype (FORCE_NAME);
3740
3741 for (i = 0; i < NUM_STATS; i++)
3742 if (sint8 k = food->stats.stat (i))
3743 {
3744 force->stats.stat (i) = k;
3745 did_one = 1;
3746 }
3747
3748 /* check if we can protect the eater */
3749 for (i = 0; i < NROFATTACKS; i++)
3750 {
3751 if (food->resist[i] > 0)
3752 {
3753 force->resist[i] = food->resist[i] / 2;
3754 did_one = 1;
3755 }
3756 }
3757
3758 if (did_one)
3759 {
3760 force->set_speed (0.1);
3761 /* bigger morsel of food = longer effect time */
3762 force->duration = food->stats.food / 5;
3763 SET_FLAG (force, FLAG_APPLIED);
3764 change_abil (who, force);
3765 insert_ob_in_ob (force, who);
3766 }
3767 else
3768 force->destroy ();
3769
3770 /* check for hp, sp change */
3771 if (food->stats.hp != 0)
3772 {
3773 if (QUERY_FLAG (food, FLAG_CURSED))
3774 {
3775 assign (who->contr->killer, food->name);
3776 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3777 who->failmsg ("Eck!...that was poisonous!");
3778 }
3779 else
3780 {
3781 if (food->stats.hp > 0)
3782 who->statusmsg ("You begin to feel better.");
3783 else
3784 who->failmsg ("Eck!...that was poisonous!");
3785
3786 who->stats.hp += food->stats.hp;
3787 }
3788 }
3789 if (food->stats.sp != 0)
3790 {
3791 if (QUERY_FLAG (food, FLAG_CURSED))
3792 {
3793 who->failmsg ("You are drained of mana!");
3794 who->stats.sp -= food->stats.sp;
3795 if (who->stats.sp < 0)
3796 who->stats.sp = 0;
3797 }
3798 else
3799 {
3800 who->statusmsg ("You feel a rush of magical energy!");
3801 who->stats.sp += food->stats.sp;
3802 /* place limit on max sp from food? */
3803 }
3804 }
3805
3806 who->update_stats ();
3807 }
3808
3809 /**
3810 * Designed primarily to light torches/lanterns/etc.
3811 * Also burns up burnable material too. First object in the inventory is
3812 * the selected object to "burn". -b.t.
3813 */
3814 void
3815 apply_lighter (object *who, object *lighter)
3816 {
3817 object *item;
3818 int is_player_env = 0;
3819
3820 item = find_marked_object (who);
3821 if (item)
3822 {
3823 if (lighter->last_eat && lighter->stats.food)
3824 { /* lighter gets used up */
3825 /* Split multiple lighters if they're being used up. Otherwise *
3826 * one charge from each would be used up. --DAMN */
3827 if (lighter->nrof > 1)
3828 {
3829 object *oneLighter = lighter->clone ();
3830
3831 lighter->nrof -= 1;
3832 oneLighter->nrof = 1;
3833 oneLighter->stats.food--;
3834 esrv_send_item (who, lighter);
3835 oneLighter = insert_ob_in_ob (oneLighter, who);
3836 esrv_send_item (who, oneLighter);
3837 }
3838 else
3839 lighter->stats.food--;
3840 }
3841 else if (lighter->last_eat)
3842 {
3843 /* no charges left in lighter */
3844 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3845 return;
3846 }
3847
3848 /* Perhaps we should split what we are trying to light on fire?
3849 * I can't see many times when you would want to light multiple
3850 * objects at once.
3851 */
3852
3853 if (who == item->in_player ())
3854 is_player_env = 1;
3855
3856 save_throw_object (item, AT_FIRE, who);
3857
3858 if (item->destroyed ())
3859 {
3860 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3861 /* Need to update the player so that the players glow radius
3862 * gets changed.
3863 */
3864 if (is_player_env)
3865 who->update_stats ();
3866 }
3867 else
3868 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3869 }
3870 else
3871 who->failmsg ("You need to mark a lightable object.");
3872 }
3873
3874 /**
3875 * op made some mistake with a scroll, this takes care of punishment.
3876 * scroll_failure()- hacked directly from spell_failure
3877 */
3878 void
3879 scroll_failure (object *op, int failure, int power)
3880 {
3881 if (abs (failure / 4) > power)
3882 power = abs (failure / 4); /* set minimum effect */
3883
3884 if (failure <= -1 && failure > -15)
3885 { /* wonder */
3886 object *tmp;
3887
3888 op->failmsg ("Your spell warps!");
3889 tmp = get_archetype (SPELL_WONDER);
3890 cast_wonder (op, op, 0, tmp);
3891 tmp->destroy ();
3892 }
3893 else if (failure <= -15 && failure > -35)
3894 { /* drain mana */
3895 op->failmsg ("Your mana is drained!");
3896 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3897 if (op->stats.sp < 0)
3898 op->stats.sp = 0;
3899 }
3900 else if (settings.spell_failure_effects == TRUE)
3901 {
3902 if (failure <= -35 && failure > -60)
3903 { /* confusion */
3904 op->failmsg ("The magic recoils on you!");
3905 confuse_player (op, op, power);
3906 }
3907 else if (failure <= -60 && failure > -70)
3908 { /* paralysis */
3909 op->failmsg ("The magic recoils and paralyzes you!");
3910 paralyze_player (op, op, power);
3911 }
3912 else if (failure <= -70 && failure > -80)
3913 { /* blind */
3914 op->failmsg ("The magic recoils on you!");
3915 blind_player (op, op, power);
3916 }
3917 else if (failure <= -80)
3918 { /* blast the immediate area */
3919 object *tmp = get_archetype (LOOSE_MANA);
3920 cast_magic_storm (op, tmp, power);
3921 op->failmsg ("You unleash uncontrolled mana!");
3922 tmp->destroy ();
3923 }
3924 }
3925 }
3926
3927 void
3928 apply_changes_to_player (object *pl, object *change)
3929 {
3930 int excess_stat = 0; /* if the stat goes over the maximum
3931 for the race, put the excess stat some
3932 where else. */
3933
3934 switch (change->type)
3935 {
3936 case CLASS:
3937 {
3938 living *stats = &(pl->contr->orig_stats);
3939 living *ns = &(change->stats);
3940 object *walk;
3941 int flag_change_face = 1;
3942
3943 /* the following code assigns stats up to the stat max
3944 * for the race, and if the stat max is exceeded,
3945 * tries to randomly reassign the excess stat
3946 */
3947 int i, j;
3948
3949 for (i = 0; i < NUM_STATS; i++)
3950 {
3951 int race_bonus = pl->arch->stats.stat (i);
3952 sint8 stat = stats->stat (i) + ns->stat (i);
3953
3954 if (stat > 20 + race_bonus)
3955 {
3956 excess_stat++;
3957 stat = 20 + race_bonus;
3958 }
3959
3960 stats->stat (i) = stat;
3961 }
3962
3963 for (j = 0; excess_stat > 0 && j < 100; j++)
3964 { /* try 100 times to assign excess stats */
3965 int i = rndm (0, 6);
3966
3967 if (i == CHA)
3968 continue; /* exclude cha from this */
3969
3970 int stat = stats->stat (i);
3971 int race_bonus = pl->arch->stats.stat (i);
3972 if (stat < 20 + race_bonus)
3973 {
3974 change_attr_value (stats, i, 1);
3975 excess_stat--;
3976 }
3977 }
3978
3979 /* insert the randomitems from the change's treasurelist into
3980 * the player ref: player.c
3981 */
3982 if (change->randomitems != NULL)
3983 give_initial_items (pl, change->randomitems);
3984
3985 /* set up the face, for some races. */
3986
3987 /* first, look for the force object banning
3988 * changing the face. Certain races never change face with class.
3989 */
3990 for (walk = pl->inv; walk != NULL; walk = walk->below)
3991 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3992 flag_change_face = 0;
3993
3994 if (flag_change_face)
3995 {
3996 pl->animation_id = GET_ANIM_ID (change);
3997 pl->face = change->face;
3998
3999 if (QUERY_FLAG (change, FLAG_ANIMATE))
4000 SET_FLAG (pl, FLAG_ANIMATE);
4001 else
4002 CLEAR_FLAG (pl, FLAG_ANIMATE);
4003 }
4004
4005 /* check the special case of can't use weapons */
4006 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4007 if (!strcmp (change->name, "monk"))
4008 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4009
4010 break;
4011 }
4012 }
4013 }
4014
4015 /**
4016 * This handles items of type 'transformer'.
4017 * Basically those items, used with a marked item, transform both items into something
4018 * else.
4019 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4020 * Change information is contained in the 'slaying' field of the marked item.
4021 * The format is as follow: transformer:[number ]yield[;transformer:...].
4022 * This way an item can be transformed in many things, and/or many objects.
4023 * The 'slaying' field for transformer is used as verb for the action.
4024 */
4025 void
4026 apply_item_transformer (object *pl, object *transformer)
4027 {
4028 object *marked;
4029 object *new_item;
4030 char *find;
4031 char *separator;
4032 int yield;
4033 char got[MAX_BUF];
4034 int len;
4035
4036 if (!pl || !transformer)
4037 return;
4038
4039 marked = find_marked_object (pl);
4040
4041 if (!marked)
4042 {
4043 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4044 return;
4045 }
4046
4047 if (!marked->slaying)
4048 {
4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4050 return;
4051 }
4052
4053 /* check whether they are compatible or not */
4054 find = strstr (marked->slaying, transformer->arch->archname);
4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4056 {
4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4058 return;
4059 }
4060
4061 find += strlen (transformer->arch->archname) + 1;
4062 /* Item can be used, now find how many and what it yields */
4063 if (isdigit (*(find)))
4064 {
4065 yield = atoi (find);
4066 if (yield < 1)
4067 {
4068 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4069 yield = 1;
4070 }
4071 }
4072 else
4073 yield = 1;
4074
4075 while (isdigit (*find))
4076 find++;
4077
4078 while (*find == ' ')
4079 find++;
4080
4081 memset (got, 0, MAX_BUF);
4082
4083 if ((separator = strchr (find, ';')) != NULL)
4084 len = separator - find;
4085 else
4086 len = strlen (find);
4087
4088 if (len > MAX_BUF - 1)
4089 len = MAX_BUF - 1;
4090
4091 strcpy (got, find);
4092 got[len] = '\0';
4093
4094 /* Now create new item, remove used ones when required. */
4095 new_item = get_archetype (got);
4096 if (!new_item)
4097 {
4098 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4099 return;
4100 }
4101
4102 new_item->nrof = yield;
4103
4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4106 insert_ob_in_ob (new_item, pl);
4107 esrv_send_inventory (pl, pl);
4108 /* Eat up one item */
4109 decrease_ob_nr (marked, 1);
4110
4111 /* Eat one transformer if needed */
4112 if (transformer->stats.food)
4113 if (--transformer->stats.food == 0)
4114 decrease_ob_nr (transformer, 1);
4115 }
4116