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Revision: 1.147
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +1 -7 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 tmp->decrease ();
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i))
238 op->statusmsg (restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 op->statusmsg ("Your potion had no effect.");
245
246 tmp->decrease ();
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268
269 if (op->contr->levgrace[i] != 1)
270 {
271 op->contr->levgrace[i] = 1;
272 break;
273 }
274 }
275 else
276 {
277 if (op->contr->levhp[i] < 9)
278 {
279 op->contr->levhp[i] = 9;
280 break;
281 }
282
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288
289 if (op->contr->levgrace[i] < 3)
290 {
291 op->contr->levgrace[i] = 3;
292 break;
293 }
294 }
295 }
296
297 /* Just makes checking easier */
298 if (i < MIN (11, op->level))
299 got_one = 1;
300
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
303 if (got_one)
304 {
305 op->update_stats ();
306 op->statusmsg ("The Gods smile upon you and remake you "
307 "a little more in their image. "
308 "You feel a little more perfect.", NDI_GREEN);
309 }
310 else
311 op->statusmsg ("The potion had no effect - you are already perfect.");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 op->update_stats ();
318 op->failmsg ("The Gods are angry and punish you.");
319 }
320 else
321 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 }
323
324 tmp->decrease ();
325 return 1;
326 }
327
328
329 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 * and heroism all fit into this category. Given the spell object code,
331 * there is no limit to the number of spells that potions can be cast,
332 * but direction is problematic to try and imbue fireball potions for example.
333 */
334 if (tmp->inv)
335 {
336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 {
338 object *fball;
339
340 op->failmsg ("Yech! Your lungs are on fire!");
341
342 /* Explodes a fireball centered at player */
343 fball = get_archetype (EXPLODING_FIREBALL);
344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 fball->x = op->x;
347 fball->y = op->y;
348 insert_ob_in_map (fball, op->map, NULL, 0);
349 }
350 else
351 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352
353 tmp->decrease ();
354
355 /* if youre dead, no point in doing this... */
356 if (!QUERY_FLAG (op, FLAG_REMOVED))
357 op->update_stats ();
358
359 return 1;
360 }
361
362 /* Deal with protection potions */
363 force = NULL;
364 for (i = 0; i < NROFATTACKS; i++)
365 {
366 if (tmp->resist[i])
367 {
368 if (!force)
369 force = get_archetype (FORCE_NAME);
370
371 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
372 force->type = POTION_EFFECT;
373 break; /* Only need to find one protection since we copy entire batch */
374 }
375 }
376
377 /* This is a protection potion */
378 if (force)
379 {
380 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
382 {
383 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 }
388
389 force->speed_left = -1;
390 force = insert_ob_in_ob (force, op);
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 SET_FLAG (force, FLAG_APPLIED);
393 change_abil (op, force);
394 tmp->decrease ();
395 return 1;
396 }
397
398 /* Only thing left are the stat potions */
399 if (op->type == PLAYER)
400 { /* only for players */
401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
402 CLEAR_FLAG (tmp, FLAG_APPLIED);
403 else
404 SET_FLAG (tmp, FLAG_APPLIED);
405
406 if (!change_abil (op, tmp))
407 op->statusmsg ("Nothing happened.");
408 }
409
410 /* CLEAR_FLAG is so that if the character has other potions
411 * that were grouped with the one consumed, his
412 * stat will not be raised by them. fix_player just clears
413 * up all the stats.
414 */
415 CLEAR_FLAG (tmp, FLAG_APPLIED);
416 op->update_stats ();
417 op->decrease ();
418 return 1;
419 }
420
421 /****************************************************************************
422 * Weapon improvement code follows
423 ****************************************************************************/
424
425 /**
426 * This returns the sum of nrof of item (arch name).
427 */
428 static int
429 check_item (object *op, const char *item)
430 {
431 int count = 0;
432
433 if (!item)
434 return 0;
435
436 for (op = op->below; op; op = op->below)
437 {
438 if (strcmp (op->arch->archname, item) == 0)
439 {
440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
442 {
443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 count++;
445 else
446 count += op->nrof;
447 }
448 }
449 }
450
451 return count;
452 }
453
454 /**
455 * This removes 'nrof' of what item->slaying says to remove.
456 * op is typically the player, which is only
457 * really used to determine what space to look at.
458 * Modified to only eat 'nrof' of objects.
459 */
460 static void
461 eat_item (object *op, const char *item, uint32 nrof)
462 {
463 object *prev;
464
465 prev = op;
466 op = op->below;
467
468 while (op)
469 {
470 if (strcmp (op->arch->archname, item) == 0)
471 {
472 if (op->nrof >= nrof)
473 {
474 op->decrease (nrof);
475 return;
476 }
477 else
478 {
479 op->decrease (nrof);
480 nrof -= op->nrof;
481 }
482
483 op = prev;
484 }
485
486 prev = op;
487 op = op->below;
488 }
489 }
490
491 /**
492 * This checks to see of the player (who) is sufficient level to use a weapon
493 * with improvs improvements (typically last_eat). We take an int here
494 * instead of the object so that the improvement code can pass along the
495 * increased value to see if the object is usuable.
496 * we return 1 (true) if the player can use the weapon.
497 */
498 static int
499 check_weapon_power (const object *who, int improvs)
500 {
501 /* Old code is below (commented out). Basically, since weapons are the only
502 * object players really have any control to improve, it's a bit harsh to
503 * require high level in some combat skill, so we just use overall level.
504 */
505 #if 1
506 if (((who->level / 5) + 5) >= improvs)
507 return 1;
508 else
509 return 0;
510
511 #else
512 int level = 0;
513
514 /* The skill system hands out wc and dam bonuses to fighters
515 * more generously than the old system (see fix_player). Thus
516 * we need to curtail the power of player enchanted weapons.
517 * I changed this to 1 improvement per "fighter" level/5 -b.t.
518 * Note: Nothing should break by allowing this ratio to be different or
519 * using normal level - it is just a matter of play balance.
520 */
521 if (who->type == PLAYER)
522 {
523 object *wc_obj = NULL;
524
525 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527 level = wc_obj->level;
528
529 if (!level)
530 {
531 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532 level = who->level;
533 }
534 }
535 else
536 level = who->level;
537
538 return (improvs <= ((level / 5) + 5));
539 #endif
540 }
541
542 /**
543 * Returns how many items of type improver->slaying there are under op.
544 * Will display a message if none found, and 1 if improver->slaying is NULL.
545 */
546 static int
547 check_sacrifice (object *op, const object *improver)
548 {
549 int count = 0;
550
551 if (improver->slaying)
552 {
553 count = check_item (op, improver->slaying);
554 if (count < 1)
555 {
556 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 return 0;
558 }
559 }
560 else
561 count = 1;
562
563 return count;
564 }
565
566 /**
567 * Actually improves the weapon, and tells user.
568 */
569 static int
570 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
571 {
572 stat += sacrifice_count;
573 weapon->last_eat++;
574 improver->decrease ();
575
576 /* So it updates the players stats and the window */
577 op->update_stats ();
578
579 op->statusmsg (format (
580 "Your sacrifice was accepted.\n"
581 "Weapon's bonus to %s improved by %d.",
582 statname, sacrifice_count
583 ));
584
585 return 1;
586 }
587
588 /* Types of improvements, hidden in the sp field. */
589 #define IMPROVE_PREPARE 1
590 #define IMPROVE_DAMAGE 2
591 #define IMPROVE_WEIGHT 3
592 #define IMPROVE_ENCHANT 4
593 #define IMPROVE_STR 5
594 #define IMPROVE_DEX 6
595 #define IMPROVE_CON 7
596 #define IMPROVE_WIS 8
597 #define IMPROVE_CHA 9
598 #define IMPROVE_INT 10
599 #define IMPROVE_POW 11
600
601 /**
602 * This does the prepare weapon scroll.
603 * Checks for sacrifice, and so on.
604 */
605 int
606 prepare_weapon (object *op, object *improver, object *weapon)
607 {
608 int sacrifice_count, i;
609 char buf[MAX_BUF];
610
611 if (weapon->level != 0)
612 {
613 op->failmsg ("Weapon is already prepared!");
614 return 0;
615 }
616
617 for (i = 0; i < NROFATTACKS; i++)
618 if (weapon->resist[i])
619 break;
620
621 /* If we break out, i will be less than nrofattacks, preventing
622 * improvement of items that already have protections.
623 */
624 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
625 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
626 weapon->stats.exp || /* speed */
627 weapon->stats.ac) /* AC - only taifu's I think */
628 {
629 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>");
632 return 0;
633 }
634
635 sacrifice_count = check_sacrifice (op, improver);
636 if (sacrifice_count <= 0)
637 return 0;
638
639 weapon->level = isqrt (sacrifice_count);
640 eat_item (op, improver->slaying, sacrifice_count);
641
642 op->statusmsg (format (
643 "Your sacrifice was accepted."
644 "Your *%s may be improved %d times.",
645 &weapon->name, weapon->level
646 ));
647
648 sprintf (buf, "%s's %s", &op->name, &weapon->name);
649 weapon->name = weapon->name_pl = buf;
650 weapon->nrof = 0; /* prevents preparing n weapons in the same
651 slot at once! */
652 improver->decrease ();
653 weapon->last_eat = 0;
654 return 1;
655 }
656
657
658 /**
659 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
660 * This is the new improve weapon code.
661 * Returns 0 if it was not able to work for some reason.
662 *
663 * Checks if weapon was prepared, if enough potions on the floor, ...
664 *
665 * We are hiding extra information about the weapon in the level and
666 * last_eat numbers for an object. Hopefully this won't break anything ??
667 * level == max improve last_eat == current improve
668 */
669 int
670 improve_weapon (object *op, object *improver, object *weapon)
671 {
672 int sacrifice_count, sacrifice_needed = 0;
673
674 if (improver->stats.sp == IMPROVE_PREPARE)
675 return prepare_weapon (op, improver, weapon);
676
677 if (weapon->level == 0)
678 {
679 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
680 return 0;
681 }
682
683 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
684 {
685 op->failmsg ("This weapon cannot be improved any more.");
686 return 0;
687 }
688
689 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
690 {
691 op->failmsg ("Improving the weapon will make it too "
692 "powerful for you to use. Unready it if you "
693 "really want to improve it.");
694 return 0;
695 }
696
697 /* This just increases damage by 5 points, no matter what. No sacrifice
698 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
699 * don't put any maximum value on damage - the limit is how much the
700 * weapon can be improved.
701 */
702 if (improver->stats.sp == IMPROVE_DAMAGE)
703 {
704 weapon->stats.dam += 5;
705 weapon->weight += 5000; /* 5 KG's */
706 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
707 weapon->last_eat++;
708
709 weapon->item_power++;
710 improver->decrease ();
711 return 1;
712 }
713
714 if (improver->stats.sp == IMPROVE_WEIGHT)
715 {
716 /* Reduce weight by 20% */
717 weapon->weight = (weapon->weight * 8) / 10;
718 if (weapon->weight < 1)
719 weapon->weight = 1;
720
721 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
722 weapon->last_eat++;
723 weapon->item_power++;
724 improver->decrease ();
725 return 1;
726 }
727 if (improver->stats.sp == IMPROVE_ENCHANT)
728 {
729 weapon->magic++;
730 weapon->last_eat++;
731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
732 improver->decrease ();
733 weapon->item_power++;
734 return 1;
735 }
736
737 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
738 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
739
740 if (sacrifice_needed < 1)
741 sacrifice_needed = 1;
742 sacrifice_needed *= 2;
743
744 sacrifice_count = check_sacrifice (op, improver);
745 if (sacrifice_count < sacrifice_needed)
746 {
747 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
748 return 0;
749 }
750
751 eat_item (op, improver->slaying, sacrifice_needed);
752 weapon->item_power++;
753
754 switch (improver->stats.sp)
755 {
756 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
757 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
758 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
759 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
760 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
761 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
762 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
763 default:
764 op->failmsg ("Unknown improvement type.");
765 }
766
767 LOG (llevError, "improve_weapon: Got to end of function\n");
768 return 0;
769 }
770
771 /**
772 * Handles the applying of improve/prepare/enchant weapon scroll.
773 * Checks a few things (not on a non-magic square, marked weapon, ...),
774 * then calls improve_weapon to do the dirty work.
775 */
776 int
777 check_improve_weapon (object *op, object *tmp)
778 {
779 object *otmp;
780
781 if (op->type != PLAYER)
782 return 0;
783
784 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
785 {
786 op->failmsg ("Something blocks the magic of the scroll!");
787 return 0;
788 }
789
790 otmp = find_marked_object (op);
791 if (!otmp)
792 {
793 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
794 return 0;
795 }
796
797 if (otmp->type != WEAPON && otmp->type != BOW)
798 {
799 op->failmsg ("Marked item is not a weapon or bow!");
800 return 0;
801 }
802
803 op->statusmsg ("Applied weapon builder.");
804
805 improve_weapon (op, tmp, otmp);
806 esrv_send_item (op, otmp);
807 return 1;
808 }
809
810 /**
811 * This code deals with the armour improvment scrolls.
812 * Change limits on improvement - let players go up to
813 * +5 no matter what level, but they are limited by item
814 * power.
815 * Try to use same improvement code as in the common/treasure.c
816 * file, so that if you make a +2 full helm, it will be just
817 * the same as one you find in a shop.
818 *
819 * deprecated comment:
820 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
821 * only 'enchantment' of armour is possible - improving
822 * the stats of a player w/ armour as well as a weapon
823 * will probably horribly unbalance the game. Magic enchanting
824 * depends on the level of the character - ie the plus
825 * value (magic) of the armour can never be increased beyond
826 * the level of the character / 10 -- rounding upish, nor may
827 * the armour value of the piece of equipment exceed either
828 * the users level or 90)
829 * Modified by MSW for partial resistance. Only support
830 * changing of physical area right now.
831 */
832 int
833 improve_armour (object *op, object *improver, object *armour)
834 {
835 object *tmp;
836
837 if (armour->magic >= settings.armor_max_enchant)
838 {
839 op->failmsg ("This armour can not be enchanted any further!");
840 return 0;
841 }
842
843 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
844 * etc), so take the easy way out and don't worry about it.
845 * Note - maybe add scrolls which make the random artifact versions (eg, armour
846 * of gnarg and what not?)
847 */
848 if (armour->title)
849 {
850 op->failmsg ("This armour will not accept further enchantment.");
851 return 0;
852 }
853
854 /* Split objects if needed. Can't insert tmp until the
855 * end of this function - otherwise it will just re-merge.
856 */
857 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
858
859 armour->magic++;
860
861 if (!settings.armor_speed_linear)
862 {
863 int base = 100;
864 int pow = 0;
865
866 while (pow < armour->magic)
867 {
868 base = base - (base * settings.armor_speed_improvement) / 100;
869 pow++;
870 }
871
872 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
873 }
874 else
875 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
876
877 if (!settings.armor_weight_linear)
878 {
879 int base = 100;
880 int pow = 0;
881
882 while (pow < armour->magic)
883 {
884 base = base - (base * settings.armor_weight_reduction) / 100;
885 pow++;
886 }
887
888 armour->weight = (armour->arch->weight * base) / 100;
889 }
890 else
891 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
892
893 if (armour->weight <= 0)
894 {
895 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
896 armour->weight = 1;
897 }
898
899 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
900
901 if (op->type == PLAYER)
902 {
903 esrv_send_item (op, armour);
904 if (QUERY_FLAG (armour, FLAG_APPLIED))
905 op->update_stats ();
906 }
907
908 improver->decrease ();
909
910 if (tmp)
911 {
912 insert_ob_in_ob (tmp, op);
913 esrv_send_item (op, tmp);
914 }
915
916 return 1;
917 }
918
919 /*
920 * convert_item() returns 1 if anything was converted, 0 if the item was not
921 * what the converter wants, -1 if the converter is broken.
922 *
923 * Takes one type of items and makes another.
924 * converter is the object that is doing the conversion.
925 * item is the object that triggered the converter - if it is not
926 * what the converter wants, this will not do anything.
927 */
928 static int
929 convert_item (object *item, object *converter)
930 {
931 sint64 nr, price_in;
932
933 if (item->flag [FLAG_UNPAID])
934 return 0;
935
936 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp;
940
941 /* We make some assumptions - we assume if it takes money as it type,
942 * it wants some amount. We don't make change (ie, if something costs
943 * 3 gp and player drops a platinum, tough luck)
944 */
945 if (conv_from == shstr_money)
946 {
947 if (item->type != MONEY)
948 return 0;
949
950 nr = sint64 (item->nrof) * item->value / need;
951 if (!nr)
952 return 0;
953
954 converter->play_sound (sound_find ("shop_buy"));
955
956 sint64 cost = (nr * need + item->value - 1) / item->value;
957
958 item->decrease (cost);
959
960 price_in = cost * item->value;
961 }
962 else
963 {
964 if (item->type == PLAYER
965 || conv_from != item->arch->archname
966 || (need && need > (uint16) item->nrof))
967 return 0;
968
969 converter->play_sound (sound_find ("convert_item"));
970
971 if (need)
972 {
973 nr = sint64 (item->nrof) / need;
974 item->decrease (nr * need);
975 price_in = nr * need * item->value;
976 }
977 else
978 {
979 price_in = item->value;
980 item->destroy ();
981 }
982 }
983
984 if (converter->inv)
985 {
986 object *ob;
987 int i;
988 object *ob_to_copy;
989
990 /* select random object from inventory to copy */
991 ob_to_copy = converter->inv;
992 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
993 if (rndm (0, i) == 0)
994 ob_to_copy = ob;
995
996 item = object_create_clone (ob_to_copy);
997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
998 unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 }
1000 else
1001 {
1002 if (!conv_to)
1003 {
1004 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y);
1006 return -1;
1007 }
1008
1009 item = object_create_arch (conv_to);
1010 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1011 }
1012
1013 if (give)
1014 item->nrof = give;
1015
1016 if (nr)
1017 item->nrof *= nr;
1018
1019 if (is_in_shop (converter))
1020 SET_FLAG (item, FLAG_UNPAID);
1021 else if (price_in < sint64 (item->nrof) * item->value)
1022 {
1023 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1024 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1025 /**
1026 * elmex: we are going to let the game continue, as the mapcreator
1027 * hopefully had something in mind when doing this.
1028 */
1029 }
1030
1031 SET_FLAG (item, FLAG_IDENTIFIED);
1032 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1033 return 1;
1034 }
1035
1036 /**
1037 * Handle apply on containers.
1038 * By Eneq(@csd.uu.se).
1039 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1040 * added the alchemical cauldron to the code -b.t.
1041 */
1042 int
1043 apply_container (object *op, object *sack)
1044 {
1045 if (op->type != PLAYER || !op->contr->ns)
1046 return 0; /* This might change */
1047
1048 if (!sack || sack->type != CONTAINER)
1049 {
1050 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1051 return 0;
1052 }
1053
1054 op->contr->last_used = 0;
1055
1056 if (sack->env && sack->env != op)
1057 {
1058 op->failmsg ("You must put it onto the floor or into your inventory first.");
1059 return 1;
1060 }
1061
1062 // already applied == open on ground, or open in inv, or active in inv
1063 if (sack->flag [FLAG_APPLIED])
1064 {
1065 if (op->container == sack)
1066 {
1067 // open on ground or inv, so close
1068 op->close_container ();
1069 return 1;
1070 }
1071 else if (!sack->env)
1072 {
1073 // active, but not ours: some other player has opened it
1074 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1075 return 1;
1076 }
1077
1078 // fall through to opening it (active in inv)
1079 }
1080 else if (sack->env)
1081 {
1082 // it is in our env, so activate it, do not open yet
1083 op->close_container ();
1084 sack->flag [FLAG_APPLIED] = 1;
1085 esrv_update_item (UPD_FLAGS, op, sack);
1086 op->statusmsg (format ("You ready %s.", query_name (sack)));
1087 return 1;
1088 }
1089
1090 // it's locked?
1091 if (sack->slaying)
1092 {
1093 if (object *tmp = find_key (op, op, sack))
1094 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1095 else
1096 {
1097 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1098 return 1;
1099 }
1100 }
1101
1102 op->open_container (sack);
1103
1104 return 1;
1105 }
1106
1107 /**
1108 * Handles dropping things on altar.
1109 * Returns true if sacrifice was accepted.
1110 */
1111 static int
1112 apply_altar (object *altar, object *sacrifice, object *originator)
1113 {
1114 /* Only players can make sacrifices on spell casting altars. */
1115 if (altar->inv && (!originator || originator->type != PLAYER))
1116 return 0;
1117
1118 if (operate_altar (altar, &sacrifice))
1119 {
1120 /* Simple check. Unfortunately, it means you can't cast magic bullet
1121 * with an altar. We call it a Potion - altars are stationary - it
1122 * is up to map designers to use them properly.
1123 */
1124 if (altar->inv && altar->inv->type == SPELL)
1125 {
1126 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1127 cast_spell (originator, altar, 0, altar->inv, NULL);
1128 /* If it is connected, push the button. Fixes some problems with
1129 * old maps.
1130 */
1131
1132 /* push_button (altar);*/
1133 }
1134 else
1135 {
1136 altar->value = 1; /* works only once */
1137 push_button (altar);
1138 }
1139
1140 return !sacrifice;
1141 }
1142 else
1143 return 0;
1144 }
1145
1146 /**
1147 * Handles 'movement' of shop mats.
1148 * Returns 1 if 'op' was destroyed, 0 if not.
1149 * Largely re-written to not use nearly as many gotos, plus
1150 * some of this code just looked plain out of date.
1151 * MSW 2001-08-29
1152 */
1153 int
1154 apply_shop_mat (object *shop_mat, object *op)
1155 {
1156 int rv = 0;
1157 double opinion;
1158 object *tmp, *next;
1159
1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1161
1162 bool has_unpaid = false;
1163
1164 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1165 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID])
1168 {
1169 has_unpaid = true;
1170 break;
1171 }
1172
1173 if (op->type != PLAYER)
1174 {
1175 /* Remove all the unpaid objects that may be carried here.
1176 * This could be pets or monsters that are somehow in
1177 * the shop.
1178 */
1179 for (tmp = op->inv; tmp; tmp = next)
1180 {
1181 next = tmp->below;
1182
1183 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1184 {
1185 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1186
1187 tmp->remove ();
1188
1189 if (i == -1)
1190 i = 0;
1191
1192 tmp->map = op->map;
1193 tmp->x = op->x + freearr_x[i];
1194 tmp->y = op->y + freearr_y[i];
1195 insert_ob_in_map (tmp, op->map, op, 0);
1196 }
1197 }
1198
1199 /* Don't teleport things like spell effects */
1200 if (QUERY_FLAG (op, FLAG_NO_PICK))
1201 return 0;
1202
1203 /* unpaid objects, or non living objects, can't transfer by
1204 * shop mats. Instead, put it on a nearby space.
1205 */
1206 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1207 {
1208 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1209 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1210
1211 if (i != -1)
1212 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1213
1214 return 0;
1215 }
1216 /* Removed code that checked for multipart objects - it appears that
1217 * the teleport function should be able to handle this just fine.
1218 */
1219 rv = teleport (shop_mat, SHOP_MAT, op);
1220 }
1221 else if (can_pay (op) && get_payment (op))
1222 {
1223 /* this is only used for players */
1224 rv = teleport (shop_mat, SHOP_MAT, op);
1225
1226 if (has_unpaid)
1227 op->contr->play_sound (sound_find ("shop_buy"));
1228 else if (is_in_shop (op))
1229 op->contr->play_sound (sound_find ("shop_enter"));
1230 else
1231 op->contr->play_sound (sound_find ("shop_leave"));
1232
1233 if (shop_mat->msg)
1234 op->statusmsg (shop_mat->msg);
1235 /* This check below is a bit simplistic - generally it should be correct,
1236 * but there is never a guarantee that the bottom space on the map is
1237 * actually the shop floor.
1238 */
1239 else if (!rv && !is_in_shop (op))
1240 {
1241 opinion = shopkeeper_approval (op->map, op);
1242
1243 op->statusmsg (
1244 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1245 : opinion >= 0.75 ? "The shopkeeper waves to you."
1246 : opinion >= 0.50 ? "The shopkeeper ignores you."
1247 : "The shopkeeper glares at you with contempt."
1248 );
1249 }
1250 }
1251 else
1252 {
1253 /* if we get here, a player tried to leave a shop but was not able
1254 * to afford the items he has. We try to move the player so that
1255 * they are not on the mat anymore
1256 */
1257 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1258
1259 if (i == -1)
1260 LOG (llevError, "Internal shop-mat problem.\n");
1261 else
1262 {
1263 op->remove ();
1264 op->x += freearr_x[i];
1265 op->y += freearr_y[i];
1266 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1267 }
1268 }
1269
1270 CLEAR_FLAG (op, FLAG_NO_APPLY);
1271 return rv;
1272 }
1273
1274 /**
1275 * Handles applying a sign.
1276 */
1277 static void
1278 apply_sign (object *op, object *sign, int autoapply)
1279 {
1280 readable_message_type *msgType;
1281
1282 if (!sign->msg)
1283 {
1284 op->statusmsg ("Nothing is written on it.");
1285 return;
1286 }
1287
1288 if (sign->stats.food)
1289 {
1290 if (sign->last_eat >= sign->stats.food)
1291 {
1292 if (!sign->move_on)
1293 op->statusmsg ("You cannot read it anymore.");
1294
1295 return;
1296 }
1297
1298 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1299 sign->last_eat++;
1300 }
1301
1302 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1303 * No way to know for sure. The presumption is basically that if
1304 * move_on is zero, it needs to be manually applied (doesn't talk
1305 * to us).
1306 */
1307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1308 {
1309 op->failmsg ("You are unable to read while blind!");
1310 return;
1311 }
1312
1313 if (op->contr)
1314 if (client *ns = op->contr->ns)
1315 {
1316 if (sign->sound)
1317 ns->play_sound (sign->sound);
1318 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice"));
1320
1321 if (ns->can_msg)
1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1323 else
1324 {
1325 msgType = get_readable_message_type (sign);
1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 }
1330 }
1331
1332 /**
1333 * 'victim' moves onto 'trap'
1334 * 'victim' leaves 'trap'
1335 * effect is determined by move_on/move_off of trap and move_type of victime.
1336 *
1337 * originator: Player, monster or other object that caused 'victim' to move
1338 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1339 * However, some types of traps require an originator to function.
1340 */
1341 void
1342 move_apply (object *trap, object *victim, object *originator)
1343 {
1344 static int recursion_depth = 0;
1345
1346 /* Only exits affect DMs. */
1347 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1348 return;
1349
1350 /* move_apply() is the most likely candidate for causing unwanted and
1351 * possibly unlimited recursion.
1352 */
1353 /* The following was changed because it was causing perfeclty correct
1354 * maps to fail. 1) it's not an error to recurse:
1355 * rune detonates, summoning monster. monster lands on nearby rune.
1356 * nearby rune detonates. This sort of recursion is expected and
1357 * proper. This code was causing needless crashes.
1358 */
1359 if (recursion_depth >= 500)
1360 {
1361 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1362 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1363 return;
1364 }
1365
1366 recursion_depth++;
1367 if (trap->head)
1368 trap = trap->head;
1369
1370 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1371 goto leave;
1372
1373 switch (trap->type)
1374 {
1375 case PLAYERMOVER:
1376 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1377 {
1378 if (!trap->stats.maxsp)
1379 trap->stats.maxsp = 2;
1380
1381 /* Is this correct? From the docs, it doesn't look like it
1382 * should be divided by trap->speed
1383 */
1384 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1385
1386 /* Just put in some sanity check. I think there is a bug in the
1387 * above with some objects have zero speed, and thus the player
1388 * getting permanently paralyzed.
1389 */
1390 if (victim->speed_left < -50.f)
1391 victim->speed_left = -50.f;
1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393 }
1394 goto leave;
1395
1396 case SPINNER:
1397 if (victim->direction)
1398 {
1399 victim->direction = absdir (victim->direction - trap->stats.sp);
1400 update_turn_face (victim);
1401 }
1402 goto leave;
1403
1404 case DIRECTOR:
1405 if (victim->direction && !should_director_abort (trap, victim))
1406 {
1407 victim->direction = trap->stats.sp;
1408 update_turn_face (victim);
1409 }
1410 goto leave;
1411
1412 case BUTTON:
1413 case PEDESTAL:
1414 update_button (trap);
1415 goto leave;
1416
1417 case ALTAR:
1418 /* sacrifice victim on trap */
1419 apply_altar (trap, victim, originator);
1420 goto leave;
1421
1422 case THROWN_OBJ:
1423 if (trap->inv == NULL)
1424 goto leave;
1425 /* fallthrough */
1426
1427 case ARROW:
1428 /* bad bug: monster throw a object, make a step forwards, step on object ,
1429 * trigger this here and get hit by own missile - and will be own enemy.
1430 * Victim then is his own enemy and will start to kill herself (this is
1431 * removed) but we have not synced victim and his missile. To avoid senseless
1432 * action, we avoid hits here
1433 */
1434 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435 hit_with_arrow (trap, victim);
1436 goto leave;
1437
1438 case SPELL_EFFECT:
1439 apply_spell_effect (trap, victim);
1440 goto leave;
1441
1442 case TRAPDOOR:
1443 {
1444 int max, sound_was_played;
1445 object *ab, *ab_next;
1446
1447 if (!trap->value)
1448 {
1449 int tot;
1450
1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 tot += ab->head_ ()->total_weight ();
1454
1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456 goto leave;
1457
1458 SET_ANIMATION (trap, trap->value);
1459 update_object (trap, UP_OBJ_FACE);
1460 }
1461
1462 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1463 {
1464 /* need to set this up, since if we do transfer the object,
1465 * ab->above would be bogus
1466 */
1467 ab_next = ab->above;
1468
1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1470 {
1471 if (!sound_was_played)
1472 {
1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 sound_was_played = 1;
1475 }
1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 }
1480 }
1481 goto leave;
1482 }
1483
1484 case CONVERTER:
1485 if (convert_item (victim, trap) < 0)
1486 {
1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 get_archetype ("burnout")->insert_at (trap, trap);
1489 }
1490
1491 goto leave;
1492
1493 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR:
1496 check_trigger (trap, victim);
1497 goto leave;
1498
1499 case DEEP_SWAMP:
1500 walk_on_deep_swamp (trap, victim);
1501 goto leave;
1502
1503 case CHECK_INV:
1504 check_inv (victim, trap);
1505 goto leave;
1506
1507 case HOLE:
1508 /* Hole not open? */
1509 if (trap->stats.wc > 0)
1510 goto leave;
1511
1512 /* Is this a multipart monster and not the head? If so, return.
1513 * Processing will happen if the head runs into the pit
1514 */
1515 if (victim->head)
1516 goto leave;
1517
1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521 goto leave;
1522
1523 case EXIT:
1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1525 {
1526 /* Basically, don't show exits leading to random maps the
1527 * players output.
1528 */
1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 victim->statusmsg (trap->msg, NDI_NAVY);
1531
1532 trap->play_sound (trap->sound);
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER:
1538 /* may be some leftovers on this */
1539 goto leave;
1540
1541 case SHOP_MAT:
1542 apply_shop_mat (trap, victim);
1543 goto leave;
1544
1545 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator);
1548 goto leave;
1549
1550 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */
1553
1554 apply_sign (victim, trap, 1);
1555 goto leave;
1556
1557 case CONTAINER:
1558 apply_container (victim, trap);
1559 goto leave;
1560
1561 case RUNE:
1562 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 spring_trap (trap, victim);
1565 goto leave;
1566
1567 default:
1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1570 goto leave;
1571 }
1572
1573 leave:
1574 recursion_depth--;
1575 }
1576
1577 /**
1578 * Handles reading a regular (ie not containing a spell) book.
1579 */
1580 static void
1581 apply_book (object *op, object *tmp)
1582 {
1583 int lev_diff;
1584 object *skill_ob;
1585
1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1587 {
1588 op->failmsg ("You are unable to read while blind!");
1589 return;
1590 }
1591
1592 if (!tmp->msg)
1593 {
1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1595 return;
1596 }
1597
1598 /* need a literacy skill to read stuff! */
1599 skill_ob = find_skill_by_name (op, tmp->skill);
1600 if (!skill_ob)
1601 {
1602 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1603 return;
1604 }
1605
1606 lev_diff = tmp->level - (skill_ob->level + 5);
1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1608 {
1609 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1614 : "This book is totally beyond your comprehension.");
1615 return;
1616 }
1617
1618 readable_message_type *msgType = get_readable_message_type (tmp);
1619
1620 if (player *pl = op->contr)
1621 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1624 else
1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626 msgType->message_type, msgType->message_subtype,
1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1629
1630 /* gain xp from reading */
1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632 { /* only if not read before */
1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634
1635 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636 {
1637 /*exp_gain *= 2; because they just identified it too */
1638 SET_FLAG (tmp, FLAG_IDENTIFIED);
1639
1640 /* If in a container, update how it looks */
1641 if (tmp->env)
1642 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1643 else
1644 op->contr->ns->floorbox_update ();
1645 }
1646
1647 change_exp (op, exp_gain, skill_ob->skill, 0);
1648 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1649 }
1650 }
1651
1652 /**
1653 * Handles the applying of a skill scroll, calling learn_skill straight.
1654 * op is the person learning the skill, tmp is the skill scroll object
1655 */
1656 static void
1657 apply_skillscroll (object *op, object *tmp)
1658 {
1659 switch (learn_skill (op, tmp))
1660 {
1661 case 0:
1662 op->play_sound (sound_find ("generic_fail"));
1663 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1664 break;
1665
1666 case 1:
1667 tmp->decrease ();
1668 op->play_sound (sound_find ("skill_learn"));
1669 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1670 break;
1671
1672 default:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("generic_fail"));
1675 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1676 break;
1677 }
1678 }
1679
1680 /**
1681 * Actually makes op learn spell.
1682 * Informs player of what happens.
1683 */
1684 void
1685 do_learn_spell (object *op, object *spell, int special_prayer)
1686 {
1687 object *tmp;
1688
1689 if (op->type != PLAYER)
1690 {
1691 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1692 return;
1693 }
1694
1695 /* Upgrade special prayers to normal prayers */
1696 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1697 {
1698 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1699 {
1700 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1701 return;
1702 }
1703 return;
1704 }
1705
1706 op->contr->play_sound (sound_find ("learn_spell"));
1707
1708 tmp = spell->clone ();
1709 insert_ob_in_ob (tmp, op);
1710
1711 if (special_prayer)
1712 SET_FLAG (tmp, FLAG_STARTEQUIP);
1713
1714 esrv_add_spells (op->contr, tmp);
1715 }
1716
1717 /**
1718 * Erases spell from player's inventory.
1719 */
1720 void
1721 do_forget_spell (object *op, const char *spell)
1722 {
1723 object *spob;
1724
1725 if (op->type != PLAYER)
1726 {
1727 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1728 return;
1729 }
1730 if ((spob = check_spell_known (op, spell)) == NULL)
1731 {
1732 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1733 return;
1734 }
1735
1736 op->failmsg (format ("You lose knowledge of %s.", spell));
1737 player_unready_range_ob (op->contr, spob);
1738 esrv_remove_spell (op->contr, spob);
1739 spob->destroy ();
1740 }
1741
1742 /**
1743 * Handles player applying a spellbook.
1744 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1745 * stuff like that. Random learning failure too.
1746 */
1747 static void
1748 apply_spellbook (object *op, object *tmp)
1749 {
1750 object *skop, *spell, *spell_skill;
1751
1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753 {
1754 op->failmsg ("You are unable to read while blind.");
1755 return;
1756 }
1757
1758 /* artifact_spellbooks have 'slaying' field point to a spell name,
1759 * instead of having their spell stored in stats.sp. These are
1760 * legacy spellbooks
1761 */
1762 if (tmp->slaying)
1763 {
1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1765 if (!spell)
1766 {
1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1768 return;
1769 }
1770 else
1771 insert_ob_in_ob (spell, tmp);
1772
1773 tmp->slaying = 0;
1774 }
1775
1776 skop = find_skill_by_name (op, tmp->skill);
1777
1778 /* need a literacy skill to learn spells. Also, having a literacy level
1779 * lower than the spell will make learning the spell more difficult */
1780 if (!skop)
1781 {
1782 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1783 return;
1784 }
1785
1786 spell = tmp->inv;
1787
1788 if (!spell)
1789 {
1790 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1792 return;
1793 }
1794
1795 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1796 {
1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1798 return;
1799 }
1800
1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1802
1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804 {
1805 identify (tmp);
1806
1807 if (tmp->env)
1808 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809 else
1810 op->contr->ns->floorbox_update ();
1811 }
1812
1813 /* I removed the check for special_prayer_mark here - it didn't make
1814 * a lot of sense - special prayers are not found in spellbooks, and
1815 * if the player doesn't know the spell, doesn't make a lot of sense that
1816 * they would have a special prayer mark.
1817 */
1818 if (check_spell_known (op, spell->name))
1819 {
1820 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1821 return;
1822 }
1823
1824 if (spell->skill)
1825 {
1826 spell_skill = find_skill_by_name (op, spell->skill);
1827
1828 if (!spell_skill)
1829 {
1830 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1831 return;
1832 }
1833
1834 if (spell_skill->level < spell->level)
1835 {
1836 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1837 return;
1838 }
1839 }
1840
1841 /* Logic as follows
1842 *
1843 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1844 *
1845 * 2- The learner's skill level in literacy adjusts the chance to learn
1846 * a spell.
1847 *
1848 * 3 -Automatically fail to learn if you read while confused
1849 *
1850 * Overall, chances are the same but a player will find having a high
1851 * literacy rate very useful! -b.t.
1852 */
1853 if (QUERY_FLAG (op, FLAG_CONFUSED))
1854 {
1855 op->failmsg ("In your confused state you flub the wording of the text!");
1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1857 }
1858 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1860 {
1861 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1862 do_learn_spell (op, spell, 0);
1863
1864 /* xp gain to literacy for spell learning */
1865 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1866 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1867 }
1868 else
1869 {
1870 op->contr->play_sound (sound_find ("fumble_spell"));
1871 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1872 }
1873
1874 tmp->decrease ();
1875 }
1876
1877 /**
1878 * Handles applying a spell scroll.
1879 */
1880 void
1881 apply_scroll (object *op, object *tmp, int dir)
1882 {
1883 object *skop;
1884
1885 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1886 {
1887 op->failmsg ("You are unable to read while blind.");
1888 return;
1889 }
1890
1891 if (!tmp->inv || tmp->inv->type != SPELL)
1892 {
1893 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1894 return;
1895 }
1896
1897 if (op->type == PLAYER)
1898 {
1899 /* players need a literacy skill to read stuff! */
1900 int exp_gain = 0;
1901
1902 /* hard code literacy - tmp->skill points to where the exp
1903 * should go for anything killed by the spell.
1904 */
1905 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1906
1907 if (!skop)
1908 {
1909 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1910 return;
1911 }
1912
1913 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1914 change_exp (op, exp_gain, skop->skill, 0);
1915 }
1916
1917 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1918 identify (tmp);
1919
1920 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1921
1922 cast_spell (op, tmp, dir, tmp->inv, NULL);
1923 tmp->decrease ();
1924 }
1925
1926 /**
1927 * Applies a treasure object - by default, chest. op
1928 * is the person doing the applying, tmp is the treasure
1929 * chest.
1930 */
1931 static void
1932 apply_treasure (object *op, object *tmp)
1933 {
1934 /* Nice side effect of this treasure creation method is that the treasure
1935 * for the chest is done when the chest is created, and put into the chest
1936 * inventory. So that when the chest burns up, the items still exist. Also
1937 * prevents people from moving chests to more difficult maps to get better
1938 * treasure
1939 */
1940 object *treas = tmp->inv;
1941
1942 if (!treas)
1943 {
1944 op->statusmsg ("The chest was empty.");
1945 tmp->decrease ();
1946 return;
1947 }
1948
1949 while (tmp->inv)
1950 {
1951 treas = tmp->inv;
1952 treas->remove ();
1953
1954 treas->x = op->x;
1955 treas->y = op->y;
1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957
1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959 spring_trap (treas, op);
1960
1961 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed.
1965 */
1966 if (op->destroyed () || tmp->destroyed ())
1967 break;
1968 }
1969
1970 if (!tmp->destroyed () && !tmp->inv)
1971 tmp->decrease ();
1972 }
1973
1974 /**
1975 * op eats food.
1976 * If player, takes care of messages and dragon special food.
1977 */
1978 static void
1979 apply_food (object *op, object *tmp)
1980 {
1981 int capacity_remaining;
1982
1983 if (op->type != PLAYER)
1984 op->stats.hp = op->stats.maxhp;
1985 else
1986 {
1987 /* check if this is a dragon (player), eating some flesh */
1988 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1989 ;
1990 else
1991 {
1992 /* usual case - no dragon meal: */
1993 if (op->stats.food + tmp->stats.food > 999)
1994 {
1995 if (tmp->type == FOOD || tmp->type == FLESH)
1996 op->failmsg ("You feel full, but what a waste of food!");
1997 else
1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
2008
2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2010 {
2011 const char *buf;
2012
2013 if (!is_dragon_pl (op))
2014 {
2015 /* eating message for normal players */
2016 if (tmp->type == DRINK)
2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2018 else
2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2020 }
2021 else
2022 /* eating message for dragon players */
2023 buf = format ("The %s tasted terrible!", &tmp->name);
2024
2025 op->statusmsg (buf);
2026
2027 capacity_remaining = 999 - op->stats.food;
2028 op->stats.food += tmp->stats.food;
2029 if (capacity_remaining < tmp->stats.food)
2030 op->stats.hp += capacity_remaining / 50;
2031 else
2032 op->stats.hp += tmp->stats.food / 50;
2033
2034 if (op->stats.hp > op->stats.maxhp)
2035 op->stats.hp = op->stats.maxhp;
2036 if (op->stats.food > 999)
2037 op->stats.food = 999;
2038 }
2039
2040 /* special food hack -b.t. */
2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2042 eat_special_food (op, tmp);
2043 }
2044 }
2045
2046 handle_apply_yield (tmp);
2047 tmp->decrease ();
2048 }
2049
2050 /**
2051 * A dragon is eating some flesh. If the flesh contains resistances,
2052 * there is a chance for the dragon's skin to get improved.
2053 *
2054 * attributes:
2055 * object *op the object (dragon player) eating the flesh
2056 * object *meal the flesh item, getting chewed in dragon's mouth
2057 * return:
2058 * int 1 if eating successful, 0 if it doesn't work
2059 */
2060 int
2061 dragon_eat_flesh (object *op, object *meal)
2062 {
2063 object *skin = NULL; /* pointer to dragon skin force */
2064 object *abil = NULL; /* pointer to dragon ability force */
2065 object *tmp = NULL; /* tmp. object */
2066
2067 double chance; /* improvement-chance of one resistance type */
2068 double totalchance = 1; /* total chance of gaining one resistance */
2069 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2070 double mbonus = 0; /* monster bonus */
2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2072 int winners = 0; /* number of winners */
2073 int i; /* index */
2074
2075 /* let's make sure and doublecheck the parameters */
2076 if (meal->type != FLESH || !is_dragon_pl (op))
2077 return 0;
2078
2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2080 from the player's inventory */
2081 for (tmp = op->inv; tmp; tmp = tmp->below)
2082 if (tmp->type == FORCE)
2083 if (tmp->arch->archname == shstr_dragon_skin_force)
2084 skin = tmp;
2085 else if (tmp->arch->archname == shstr_dragon_ability_force)
2086 abil = tmp;
2087
2088 /* if either skin or ability are missing, this is an old player
2089 which is not to be considered a dragon -> bail out */
2090 if (skin == NULL || abil == NULL)
2091 return 0;
2092
2093 /* now start by filling stomache and health, according to food-value */
2094 if ((999 - op->stats.food) < meal->stats.food)
2095 op->stats.hp += (999 - op->stats.food) / 50;
2096 else
2097 op->stats.hp += meal->stats.food / 50;
2098
2099 if (op->stats.hp > op->stats.maxhp)
2100 op->stats.hp = op->stats.maxhp;
2101
2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2103
2104 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2105
2106 /* on to the interesting part: chances for adding resistance */
2107 for (i = 0; i < NROFATTACKS; i++)
2108 {
2109 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2110 {
2111 /* got positive resistance, now calculate improvement chance (0-100) */
2112
2113 /* this bonus makes resistance increase easier at lower levels */
2114 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2115 if (i == abil->stats.exp)
2116 bonus += 5; /* additional bonus for resistance of ability-focus */
2117
2118 /* monster bonus increases with level, because high-level
2119 flesh is too rare */
2120 mbonus = op->level * 20. / ((double) settings.max_level);
2121
2122 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2123 ((double) settings.max_level)) - skin->resist[i];
2124
2125 if (chance >= 0.)
2126 chance += 1.;
2127 else
2128 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2129
2130 /* chance is proportional to amount of resistance (max. 50) */
2131 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2132
2133 /* doubled chance for resistance of ability-focus */
2134 if (i == abil->stats.exp)
2135 chance = MIN (100., chance * 2.);
2136
2137 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2138 if (rndm (10000) < (unsigned int) (chance * 100))
2139 {
2140 atnr_winner[winners] = i;
2141 winners++;
2142 }
2143
2144 if (chance >= 0.01)
2145 totalchance *= 1 - chance / 100;
2146
2147 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2148 }
2149 }
2150
2151 /* inverse totalchance as until now we have the failure-chance */
2152 totalchance = 100 - totalchance * 100;
2153
2154 /* print message according to totalchance */
2155 const char *buf;
2156 if (totalchance > 50.)
2157 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2158 else if (totalchance > 10.)
2159 buf = format ("The %s tasted very good.", &meal->name);
2160 else if (totalchance > 1.)
2161 buf = format ("The %s tasted good.", &meal->name);
2162 else if (totalchance > 0.1)
2163 buf = format ("The %s tasted bland.", &meal->name);
2164 else if (totalchance >= 0.01)
2165 buf = format ("The %s had a boring taste.", &meal->name);
2166 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2167 buf = format ("The %s tasted strange.", &meal->name);
2168 else
2169 buf = format ("The %s had no taste.", &meal->name);
2170
2171 op->statusmsg (buf);
2172
2173 /* now choose a winner if we have any */
2174 i = -1;
2175 if (winners > 0)
2176 i = atnr_winner[RANDOM () % winners];
2177
2178 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179 {
2180 /* resistance increased! */
2181 skin->resist[i]++;
2182 op->update_stats ();
2183
2184 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2185 }
2186
2187 /* if this flesh contains a new ability focus, we mark it
2188 into the ability_force and it will take effect on next level */
2189 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2190 {
2191 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2192
2193 if (meal->last_eat != abil->stats.exp)
2194 op->statusmsg (format (
2195 "Your metabolism prepares to focus on %s!\n"
2196 "The change will happen at level %d.",
2197 change_resist_msg[meal->last_eat],
2198 abil->level + 1
2199 ));
2200 else
2201 {
2202 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2203 abil->last_eat = 0;
2204 }
2205 }
2206
2207 return 1;
2208 }
2209
2210 /**
2211 * Handles applying an improve armor scroll.
2212 * Does some sanity checks, then calls improve_armour.
2213 */
2214 static void
2215 apply_armour_improver (object *op, object *tmp)
2216 {
2217 object *armor;
2218
2219 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2220 {
2221 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2222 return;
2223 }
2224
2225 armor = find_marked_object (op);
2226
2227 if (!armor)
2228 {
2229 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2230 return;
2231 }
2232
2233 if (armor->type != ARMOUR
2234 && armor->type != CLOAK
2235 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2236 {
2237 op->failmsg ("Your marked item is not armour!\n");
2238 return;
2239 }
2240
2241 op->statusmsg ("Applying armour enchantment.");
2242 improve_armour (op, tmp, armor);
2243 }
2244
2245 extern void
2246 apply_poison (object *op, object *tmp)
2247 {
2248 if (op->type == PLAYER)
2249 {
2250 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!");
2252 strcpy (op->contr->killer, "poisonous booze");
2253 }
2254
2255 if (tmp->stats.hp > 0)
2256 {
2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2259 }
2260
2261 op->stats.food -= op->stats.food / 4;
2262 handle_apply_yield (tmp);
2263 tmp->decrease ();
2264 }
2265
2266 /**
2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2268 * A valid 2 way exit means:
2269 * -You can come back (there is another exit at the other side)
2270 * -You are
2271 * ° the owner of the exit
2272 * ° or in the same party as the owner
2273 *
2274 * Note: a owner in a 2 way exit is saved as the owner's name
2275 * in the field exit->name cause the field exit->owner doesn't
2276 * survive in the swapping (in fact the whole exit doesn't survive).
2277 */
2278 int
2279 is_legal_2ways_exit (object *op, object *exit)
2280 {
2281 if (exit->stats.exp != 1)
2282 return 1; /*This is not a 2 way, so it is legal */
2283
2284 #if 0 //TODO
2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2286 return 0; /* This is a reset town portal */
2287 #endif
2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2290
2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2292
2293 if (exitmap)
2294 {
2295 exitmap->load_sync ();
2296
2297 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2298
2299 if (!tmp)
2300 return 0;
2301
2302 for (; tmp; tmp = tmp->above)
2303 {
2304 if (tmp->type != EXIT)
2305 continue; /*Not an exit */
2306
2307 if (!EXIT_PATH (tmp))
2308 continue; /*Not a valid exit */
2309
2310 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2311 continue; /*Not in the same place */
2312
2313 if (exit->map->path != EXIT_PATH (tmp))
2314 continue; /*Not in the same map */
2315
2316 /* From here we have found the exit is valid. However we do
2317 * here the check of the exit owner. It is important for the
2318 * town portals to prevent strangers from visiting your appartments
2319 */
2320 if (!exit->race)
2321 return 1; /*No owner, free for all! */
2322
2323 object *exit_owner = 0;
2324
2325 for_all_players (pp)
2326 {
2327 if (!pp->ob)
2328 continue;
2329
2330 if (pp->ob->name != exit->race)
2331 continue;
2332
2333 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2334 break;
2335 }
2336
2337 if (!exit_owner)
2338 return 0; /* No more owner */
2339
2340 if (exit_owner->contr == op->contr)
2341 return 1; /*It is your exit */
2342
2343 if (exit_owner && /*There is a owner */
2344 (op->contr) && /*A player tries to pass */
2345 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2346 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2347 return 0;
2348
2349 return 1;
2350 }
2351 }
2352
2353 return 0;
2354 }
2355
2356 /**
2357 * Main apply handler.
2358 *
2359 * Checks for unpaid items before applying.
2360 *
2361 * Return value:
2362 * 0: player or monster can't apply objects of that type
2363 * 1: has been applied, or there was an error applying the object
2364 * 2: objects of that type can't be applied if not in inventory
2365 *
2366 * op is the object that is causing object to be applied, tmp is the object
2367 * being applied.
2368 *
2369 * aflag is special (always apply/unapply) flags. Nothing is done with
2370 * them in this function - they are passed to apply_special
2371 */
2372 int
2373 manual_apply (object *op, object *tmp, int aflag)
2374 {
2375 if (tmp->head)
2376 tmp = tmp->head;
2377
2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2379 {
2380 if (op->type == PLAYER)
2381 {
2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2383 return 1;
2384 }
2385 else
2386 return 0; /* monsters just skip unpaid items */
2387 }
2388
2389 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2390 return RESULT_INT (0);
2391
2392 switch (tmp->type)
2393 {
2394 case CF_HANDLE:
2395 op->play_sound (sound_find ("turn_handle"));
2396 op->statusmsg ("You turn the handle.");
2397 tmp->value = tmp->value ? 0 : 1;
2398 SET_ANIMATION (tmp, tmp->value);
2399 update_object (tmp, UP_OBJ_FACE);
2400 push_button (tmp);
2401 return 1;
2402
2403 case TRIGGER:
2404 if (check_trigger (tmp, op))
2405 {
2406 op->statusmsg ("You turn the handle.");
2407 op->play_sound (sound_find ("turn_handle"));
2408 }
2409 else
2410 op->failmsg ("The handle doesn't move.");
2411
2412 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417
2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2419 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2420 else
2421 {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2424 op->statusmsg (tmp->msg, NDI_NAVY);
2425
2426 op->enter_exit (tmp);
2427 }
2428
2429 return 1;
2430
2431 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg);
2433 // maybe show a spell menu to chose from or something like that
2434 return 1;
2435
2436 case SIGN:
2437 apply_sign (op, tmp, 0);
2438 return 1;
2439
2440 case BOOK:
2441 if (op->type == PLAYER)
2442 {
2443 apply_book (op, tmp);
2444 return 1;
2445 }
2446 else
2447 return 0;
2448
2449 case SKILLSCROLL:
2450 if (op->type == PLAYER)
2451 {
2452 apply_skillscroll (op, tmp);
2453 return 1;
2454 }
2455 else
2456 return 0;
2457
2458 case SPELLBOOK:
2459 if (op->type == PLAYER)
2460 {
2461 apply_spellbook (op, tmp);
2462 return 1;
2463 }
2464 else
2465 return 0;
2466
2467 case SCROLL:
2468 apply_scroll (op, tmp, 0);
2469 return 1;
2470
2471 case POTION:
2472 apply_potion (op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed?
2477 case CLOSE_CON:
2478 apply_container (op, tmp->env);
2479 return 1;
2480
2481 case CONTAINER:
2482 apply_container (op, tmp);
2483 return 1;
2484
2485 case TREASURE:
2486 if (op->type == PLAYER)
2487 {
2488 apply_treasure (op, tmp);
2489 return 1;
2490 }
2491 else
2492 return 0;
2493
2494 case WEAPON:
2495 case ARMOUR:
2496 case BOOTS:
2497 case GLOVES:
2498 case AMULET:
2499 case GIRDLE:
2500 case BRACERS:
2501 case SHIELD:
2502 case HELMET:
2503 case RING:
2504 case CLOAK:
2505 case WAND:
2506 case ROD:
2507 case HORN:
2508 case SKILL:
2509 case BOW:
2510 case LAMP:
2511 case BUILDER:
2512 case SKILL_TOOL:
2513 if (tmp->env != op)
2514 return 2; /* not in inventory */
2515
2516 apply_special (op, tmp, aflag);
2517 return 1;
2518
2519 case DRINK:
2520 case FOOD:
2521 case FLESH:
2522 apply_food (op, tmp);
2523 return 1;
2524
2525 case POISON:
2526 apply_poison (op, tmp);
2527 return 1;
2528
2529 case SAVEBED:
2530 return 1;
2531
2532 case ARMOUR_IMPROVER:
2533 if (op->type == PLAYER)
2534 {
2535 apply_armour_improver (op, tmp);
2536 return 1;
2537 }
2538 else
2539 return 0;
2540
2541 case WEAPON_IMPROVER:
2542 check_improve_weapon (op, tmp);
2543 return 1;
2544
2545 case CLOCK:
2546 if (op->type == PLAYER)
2547 {
2548 char buf[MAX_BUF];
2549 timeofday_t tod;
2550
2551 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format (
2554 "It is %d minute%s past %d o'clock %s",
2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2557 ));
2558 return 1;
2559 }
2560 else
2561 return 0;
2562
2563 case MENU:
2564 if (op->type == PLAYER)
2565 {
2566 shop_listing (tmp, op);
2567 return 1;
2568 }
2569 else
2570 return 0;
2571
2572 case POWER_CRYSTAL:
2573 apply_power_crystal (op, tmp); /* see egoitem.c */
2574 return 1;
2575
2576 case LIGHTER: /* for lighting torches/lanterns/etc */
2577 if (op->type == PLAYER)
2578 {
2579 apply_lighter (op, tmp);
2580 return 1;
2581 }
2582 else
2583 return 0;
2584
2585 case ITEM_TRANSFORMER:
2586 apply_item_transformer (op, tmp);
2587 return 1;
2588
2589 default:
2590 return 0;
2591 }
2592 }
2593
2594
2595 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2596 * messages as needed by player_apply_below(). But there can still be
2597 * "but you are floating high above the ground" messages.
2598 *
2599 * Same return value as apply() function.
2600 */
2601 int
2602 player_apply (object *pl, object *op, int aflag, int quiet)
2603 {
2604 int tmp;
2605
2606 if (op->env && (pl->move_type & MOVE_FLYING))
2607 {
2608 /* player is flying and applying object not in inventory */
2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 {
2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2612 return 0;
2613 }
2614 }
2615
2616 pl->contr->last_used = op;
2617
2618 tmp = manual_apply (pl, op, aflag);
2619 if (!quiet)
2620 {
2621 if (tmp == 0)
2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2623 else if (tmp == 2)
2624 pl->failmsg ("You must get it first!\n");
2625 }
2626
2627 return tmp;
2628 }
2629
2630 /**
2631 * player_apply_below attempts to apply the object 'below' the player.
2632 * If the player has an open container, we use that for below, otherwise
2633 * we use the ground.
2634 */
2635 void
2636 player_apply_below (object *pl)
2637 {
2638 int floors = 0;
2639
2640 /* If using a container, set the starting item to be the top
2641 * item in the container. Otherwise, use the map.
2642 * This is perhaps more complicated. However, I want to make sure that
2643 * we don't use a corrupt pointer for the next object, so we get the
2644 * next object in the stack before applying. This is can only be a
2645 * problem if player_apply() has a bug in that it uses the object but does
2646 * not return a proper value.
2647 */
2648 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2649 {
2650 next = tmp->below;
2651
2652 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2653 floors++;
2654 else if (floors > 0)
2655 return; /* process only floor objects after first floor object */
2656
2657 /* If it is visible, player can apply it. If it is applied by
2658 * person moving on it, also activate. Added code to make it
2659 * so that at least one of players movement types be that which
2660 * the item needs.
2661 */
2662 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663 {
2664 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return;
2666 }
2667 if (floors >= 2)
2668 return; /* process at most two floor objects */
2669 }
2670 }
2671
2672 /**
2673 * Unapplies specified item.
2674 * No check done on cursed/damned.
2675 * Break this out of apply_special - this is just done
2676 * to keep the size of apply_special to a more managable size.
2677 */
2678 static int
2679 unapply_special (object *who, object *op, int aflags)
2680 {
2681 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2682 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2683 return RESULT_INT (0);
2684
2685 CLEAR_FLAG (op, FLAG_APPLIED);
2686
2687 switch (op->type)
2688 {
2689 case SKILL_TOOL:
2690 // unapplying a skill tool should also unapply the skill it governs
2691 // but this is hard, as it shouldn't do so when the skill can
2692 // be used for other reasons
2693 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694 if (tmp->skill == op->skill
2695 && tmp->type == SKILL
2696 && tmp->flag [FLAG_APPLIED]
2697 && !tmp->flag [FLAG_CAN_USE_SKILL])
2698 unapply_special (who, tmp, 0);
2699
2700 change_abil (who, op);
2701 break;
2702
2703 case WEAPON:
2704 if (player *pl = who->contr)
2705 if (op == pl->combat_ob)
2706 {
2707 pl->combat_ob = 0;
2708 who->change_weapon (pl->ranged_ob);
2709 }
2710
2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712
2713 change_abil (who, op);
2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2715 break;
2716
2717 case SKILL:
2718 if (who->contr)
2719 {
2720 if (!op->invisible)
2721 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2722 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724 }
2725
2726 change_abil (who, op);
2727 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728 break;
2729
2730 case ARMOUR:
2731 case HELMET:
2732 case SHIELD:
2733 case RING:
2734 case BOOTS:
2735 case GLOVES:
2736 case AMULET:
2737 case GIRDLE:
2738 case BRACERS:
2739 case CLOAK:
2740 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 change_abil (who, op);
2742 break;
2743
2744 case LAMP:
2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2748 object *tmp2 = arch_to_object (op->other_arch);
2749 tmp2->x = op->x;
2750 tmp2->y = op->y;
2751 tmp2->map = op->map;
2752 tmp2->below = op->below;
2753 tmp2->above = op->above;
2754 tmp2->stats.food = op->stats.food;
2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756
2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759
2760 op->destroy ();
2761 insert_ob_in_ob (tmp2, who);
2762 who->update_stats ();
2763
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 if (who->contr)
2767 {
2768 who->failmsg ("Oops, it feels deadly cold!");
2769 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770 }
2771 }
2772
2773 if (who->contr)
2774 esrv_send_item (who, tmp2);
2775 }
2776
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 if (player *pl = who->contr)
2784 {
2785 if (op == pl->ranged_ob)
2786 {
2787 pl->ranged_ob = 0;
2788 who->change_weapon (pl->combat_ob);
2789 }
2790
2791 who->statusmsg (format ("You unready %s.", query_name (op)));
2792 }
2793 else
2794 {
2795 who->change_skill (0);
2796
2797 if (op->type == BOW)
2798 CLEAR_FLAG (who, FLAG_READY_BOW);
2799 else
2800 CLEAR_FLAG (who, FLAG_READY_RANGE);
2801 }
2802
2803 break;
2804
2805 case BUILDER:
2806 if (who->contr)
2807 who->statusmsg (format ("You unready %s.", query_name (op)));
2808 break;
2809
2810 default:
2811 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 break;
2813 }
2814
2815 who->update_stats ();
2816
2817 if (!(aflags & AP_NO_MERGE))
2818 {
2819 object *tmp = merge_ob (op, 0);
2820
2821 if (who->contr)
2822 {
2823 if (tmp)
2824 { /* it was merged */
2825 esrv_del_item (who->contr, op->count);
2826 op = tmp;
2827 }
2828
2829 esrv_send_item (who, op);
2830 }
2831 }
2832
2833 return 0;
2834 }
2835
2836 /**
2837 * Returns the object that is using location 'loc'.
2838 * Note that 'start' is the first object to start examing - we
2839 * then go through the below of this. In this way, you can do
2840 * something like:
2841 * tmp = get_next_item_from_body_location(who->inv, 1);
2842 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2843 * to find the second object that may use this location, etc.
2844 * Returns NULL if no match is found.
2845 * loc is the index into the array we are looking for a match.
2846 * don't return invisible objects unless they are skill objects
2847 * invisible other objects that use
2848 * up body locations can be used as restrictions.
2849 */
2850 static object *
2851 get_next_item_from_body_location (int loc, object *start)
2852 {
2853 for (object *tmp = start; tmp; tmp = tmp->below)
2854 if (tmp->flag [FLAG_APPLIED]
2855 && tmp->slot[loc].info
2856 && (!tmp->invisible || tmp->type == SKILL))
2857 return tmp;
2858
2859 return 0;
2860 }
2861
2862 /**
2863 * 'op' wants to apply an object, but can't because of other equipment.
2864 * This should only be called when it is known
2865 * that there are objects to unapply. This makes pretty heavy
2866 * use of get_item_from_body_location. It makes no intelligent choice
2867 * on objects - rather, the first that is matched is used.
2868 * Returns 0 on success, returns 1 if there is some problem.
2869 * if aflags is AP_PRINT, we instead print out waht to unapply
2870 * instead of doing it. This is a lot less code than having
2871 * another function that does just that.
2872 */
2873
2874 #define CANNOT_REMOVE_CURSED \
2875 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2876 "Praying over an altar, scrolls of remove curse/damnation, " \
2877 "priests or even other players might help.>"
2878
2879 int
2880 unapply_for_ob (object *who, object *op, int aflags)
2881 {
2882 if (op->is_range ())
2883 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2884 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2885 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2886 {
2887 if (aflags & AP_PRINT)
2888 who->failmsg (query_name (tmp));
2889 else
2890 unapply_special (who, tmp, aflags);
2891 }
2892 else
2893 {
2894 /* In this case, we want to try and remove a cursed item.
2895 * While we know it won't work, we want unapply_special to
2896 * at least generate the message.
2897 */
2898 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 return 1;
2900 }
2901
2902 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2903 {
2904 /* this used up a slot that we need to free */
2905 if (op->slot[i].info)
2906 {
2907 object *last = who->inv;
2908
2909 /* We do a while loop - may need to remove several items in order
2910 * to free up enough slots.
2911 */
2912 while ((who->slot[i].used + op->slot[i].info) < 0)
2913 {
2914 object *tmp = get_next_item_from_body_location (i, last);
2915
2916 if (!tmp)
2917 {
2918 #if 0
2919 /* Not a bug - we'll get this if the player has cursed items
2920 * equipped.
2921 */
2922 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2923 #endif
2924 return 1;
2925 }
2926
2927 /* If we are just printing, we don't care about cursed status */
2928 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2929 {
2930 if (aflags & AP_PRINT)
2931 who->failmsg (query_name (tmp));
2932 else
2933 unapply_special (who, tmp, aflags);
2934 }
2935 else
2936 {
2937 /* Cursed item that we can't unequip - tell the player.
2938 * Note this could be annoying if this is just one of a few,
2939 * so it may not be critical (eg, putting on a ring and you have
2940 * one cursed ring.)
2941 */
2942 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2943 }
2944
2945 last = tmp->below;
2946 }
2947 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2948 * return in the !tmp would have kicked in.
2949 */
2950 } /* if op is using this body location */
2951 } /* for body lcoations */
2952
2953 return 0;
2954 }
2955
2956 /**
2957 * Checks to see if 'who' can apply object 'op'.
2958 * Returns 0 if apply can be done without anything special.
2959 * Otherwise returns a bitmask - potentially several of these may be
2960 * set, but largely depends on circumstance - in the future, processing
2961 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2962 * is set, do we really care what the other flags may be?)
2963 *
2964 * See include/define.h for detailed description of the meaning of
2965 * these return values.
2966 */
2967 int
2968 can_apply_object (object *who, object *op)
2969 {
2970 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2971 return RESULT_INT (0);
2972
2973 int retval = 0;
2974 object *tmp = 0, *ws = 0;
2975
2976 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2977 {
2978 if (op->slot[i].info)
2979 {
2980 /* Item uses more slots than we have */
2981 if (who->slot[i].info + op->slot [i].info < 0)
2982 {
2983 /* Could return now for efficiency - rest of info below isn't
2984 * really needed.
2985 */
2986 retval |= CAN_APPLY_NEVER;
2987 }
2988 else if (who->slot[i].used + op->slot[i].info < 0)
2989 {
2990 /* in this case, equipping this would use more free spots than
2991 * we have.
2992 */
2993
2994 /* if we have an applied weapon/shield, and unapply it would free
2995 * enough slots to equip the new item, then just set "can
2996 * apply unapply". We don't care about the logic below - if you have a
2997 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied
3000 * may be two handed for example.
3001 */
3002 if (ws)
3003 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3004 {
3005 retval |= CAN_APPLY_UNAPPLY;
3006 continue;
3007 }
3008
3009 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3010 if (!tmp1)
3011 {
3012 #if 0
3013 /* This is sort of an error, but happens a lot when old players
3014 * join in with more stuff equipped than they are now allowed.
3015 */
3016 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3017 #endif
3018 retval |= CAN_APPLY_NEVER;
3019 }
3020 else
3021 {
3022 /* need to unapply something. However, if this something
3023 * is different than we had found before, it means they need
3024 * to apply multiple objects
3025 */
3026 retval |= CAN_APPLY_UNAPPLY;
3027
3028 if (!tmp)
3029 tmp = tmp1;
3030 else if (tmp != tmp1)
3031 retval |= CAN_APPLY_UNAPPLY_MULT;
3032
3033 /* This object isn't using up all the slots, so there must
3034 * be another. If so, and it the new item doesn't need all
3035 * the slots, the player then has a choice.
3036 */
3037 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3038 && abs (op->slot[i].info) < who->slot[i].info)
3039 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3040
3041 /* Does unequippint 'tmp1' free up enough slots for this to be
3042 * equipped? If not, there must be something else to unapply.
3043 */
3044 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3045 retval |= CAN_APPLY_UNAPPLY_MULT;
3046 }
3047 } /* if not enough free slots */
3048 } /* if this object uses location i */
3049 } /* for i -> num_body_locations loop */
3050
3051 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3052 * really be controlled by use of body locations. We do have
3053 * the weapon/shield checks, and the range checks for monsters,
3054 * because you can't control those just by body location - bows, shields,
3055 * and weapons all use the same slot. Similar for horn/rod/wand - they
3056 * all use the same location.
3057 */
3058 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3059 retval |= CAN_APPLY_RESTRICTION;
3060
3061 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3062 retval |= CAN_APPLY_RESTRICTION;
3063
3064 if (who->type != PLAYER)
3065 {
3066 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3067 retval |= CAN_APPLY_RESTRICTION;
3068
3069 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION;
3071
3072 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3073 retval |= CAN_APPLY_RESTRICTION;
3074
3075 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3076 retval |= CAN_APPLY_RESTRICTION;
3077 }
3078
3079 return retval;
3080 }
3081
3082 /**
3083 * who is the object using the object. It can be a monster.
3084 * op is the object they are using. op is an equipment type item,
3085 * eg, one which you put on and keep on for a while, and not something
3086 * like a potion or scroll.
3087 *
3088 * function returns 1 if the action could not be completed, 0 on
3089 * success. However, success is a matter of meaning - if the
3090 * user passes the 'apply' flag to an object already applied,
3091 * nothing is done, and 0 is returned.
3092 *
3093 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3094 * AP_UNAPPLY=always unapply).
3095 *
3096 * Optional flags:
3097 * AP_NO_MERGE: don't merge an unapplied object with other objects
3098 * AP_IGNORE_CURSE: unapply cursed items
3099 * AP_NO_READY: do not ready skills when applying skill tools
3100 *
3101 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3102 *
3103 * apply_special() doesn't check for unpaid items.
3104 */
3105
3106 #define LACK_ITEM_POWER \
3107 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3108
3109 int
3110 apply_special (object *who, object *op, int aflags)
3111 {
3112 int basic_flag = aflags & AP_BASIC_FLAGS;
3113 object *tmp, *tmp2, *skop = NULL;
3114
3115 if (who == NULL)
3116 {
3117 LOG (llevError, "apply_special() from object without environment.\n");
3118 return 1;
3119 }
3120
3121 if (op->env != who)
3122 return 1; /* op is not in inventory */
3123
3124 /* trying to unequip op */
3125 if (QUERY_FLAG (op, FLAG_APPLIED))
3126 {
3127 /* always apply, so no reason to unapply */
3128 if (basic_flag == AP_APPLY)
3129 return 0;
3130
3131 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3132 {
3133 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3134 return 1;
3135 }
3136
3137 return unapply_special (who, op, aflags);
3138 }
3139
3140 if (basic_flag == AP_UNAPPLY)
3141 return 0;
3142
3143 // if the item is combat/ranged, wield the relevant slot first
3144 // to resolve conflicts.
3145 if (player *pl = who->contr)
3146 switch (op->slottype ())
3147 {
3148 case slot_combat: who->change_weapon (pl->combat_ob); break;
3149 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3150 }
3151
3152 splay (op);
3153
3154 /* Can't just apply this object. Lets see what not and what to do */
3155 if (int i = can_apply_object (who, op))
3156 {
3157 if (i & CAN_APPLY_NEVER)
3158 {
3159 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3160 return 1;
3161 }
3162 else if (i & CAN_APPLY_RESTRICTION)
3163 {
3164 who->failmsg (format (
3165 "You have a prohibition against using a %s. "
3166 "H<Your belief, profession or class prevents you from applying this item.>",
3167 query_name (op)
3168 ));
3169 return 1;
3170 }
3171
3172 if (who->type != PLAYER)
3173 {
3174 /* Some error, so don't try to equip something more */
3175 if (unapply_for_ob (who, op, aflags))
3176 return 1;
3177 }
3178 else
3179 {
3180 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3181 {
3182 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3183 unapply_for_ob (who, op, AP_PRINT);
3184 return 1;
3185 }
3186 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3187 if (unapply_for_ob (who, op, aflags))
3188 return 1;
3189 }
3190 }
3191
3192 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3193 {
3194 skop = find_skill_by_name (who, op->skill);
3195
3196 if (!skop)
3197 {
3198 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3199 return 1;
3200 }
3201 else
3202 /* While experience will be credited properly, we want to change the
3203 * skill so that the dam and wc get updated
3204 */
3205 who->change_skill (skop);
3206 }
3207
3208 if (who->type == PLAYER
3209 && op->item_power
3210 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 {
3212 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3213 return 1;
3214 }
3215
3216 /* Ok. We are now at the state where we can apply the new object.
3217 * Note that we don't have the checks for can_use_...
3218 * below - that is already taken care of by can_apply_object.
3219 */
3220 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3221
3222 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223 return RESULT_INT (0);
3224
3225 switch (op->type)
3226 {
3227 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat))
3229 {
3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231
3232 if (tmp)
3233 insert_ob_in_ob (tmp, who);
3234
3235 return 1;
3236 }
3237
3238 //TODO: this obviously fails for players using a shorter prefix
3239 // i.e. "R" can use Ragnarok's sword.
3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3241 {
3242 /* if the weapon does not have the name as the character, can't use it. */
3243 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3244 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3245
3246 if (tmp)
3247 insert_ob_in_ob (tmp, who);
3248
3249 return 1;
3250 }
3251
3252 if (!skop)
3253 {
3254 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3255 return 1;
3256 }
3257
3258 SET_FLAG (op, FLAG_APPLIED);
3259 who->change_skill (skop);
3260
3261 if (who->contr)
3262 who->change_weapon (who->contr->combat_ob = op);
3263
3264 who->statusmsg (format ("You wield %s.", query_name (op)));
3265
3266 SET_FLAG (who, FLAG_READY_WEAPON);
3267 change_abil (who, op);
3268 break;
3269
3270 case ARMOUR:
3271 case HELMET:
3272 case SHIELD:
3273 case BOOTS:
3274 case GLOVES:
3275 case GIRDLE:
3276 case BRACERS:
3277 case CLOAK:
3278 case RING:
3279 case AMULET:
3280 SET_FLAG (op, FLAG_APPLIED);
3281 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 change_abil (who, op);
3283 break;
3284
3285 case LAMP:
3286 if (op->stats.food < 1)
3287 {
3288 who->failmsg (format (
3289 "Your %s is out of fuel! "
3290 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291 &op->name
3292 ));
3293 return 1;
3294 }
3295
3296 who->statusmsg (format ("You turn on your %s.", &op->name));
3297
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 op->destroy ();
3309
3310 /* insert the portion that was split off */
3311 if (tmp)
3312 {
3313 insert_ob_in_ob (tmp, who);
3314 if (who->type == PLAYER)
3315 esrv_send_item (who, tmp);
3316 }
3317
3318 who->update_stats ();
3319
3320 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3321 if (who->type == PLAYER)
3322 {
3323 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 }
3326
3327 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2);
3329
3330 return 0;
3331
3332 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill
3334 SET_FLAG (op, FLAG_APPLIED);
3335
3336 if (!(aflags & AP_NO_READY))
3337 {
3338 skop = find_skill_by_name (who, op->skill);
3339 if (!skop->flag [FLAG_APPLIED])
3340 apply_special (who, skop, AP_APPLY);
3341 }
3342 break;
3343
3344 case SKILL:
3345 if (player *pl = who->contr)
3346 {
3347 if (IS_COMBAT_SKILL (op->subtype))
3348 {
3349 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3350 {
3351 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3353 {
3354 if (item->skill == op->skill)
3355 {
3356 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon;
3358 }
3359 }
3360
3361 who->failmsg (format (
3362 "You need to apply a '%s' melee weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a melee weapon, to function.>",
3364 &op->skill
3365 ));
3366 return 1;
3367
3368 found_weapon:;
3369 }
3370 else
3371 who->change_weapon (pl->combat_ob = op);
3372 }
3373 else if (IS_RANGED_SKILL (op->subtype))
3374 {
3375 if (skill_flags [op->subtype] & SF_NEED_BOW)
3376 {
3377 for (object *item = who->inv; item; item = item->below)
3378 if (item->type == BOW && item->flag [FLAG_APPLIED])
3379 {
3380 //TODO: bows should/must all have skill missile weapon right now
3381 who->change_weapon (pl->ranged_ob = item);
3382 goto found_bow;
3383 }
3384
3385 who->failmsg (
3386 "You need to apply a missile weapon before readying this skill. "
3387 "H<Some skills need an item, in this case a missile weapon, to function.>"
3388 );
3389 return 1;
3390
3391 found_bow:;
3392 }
3393 else
3394 who->change_weapon (pl->ranged_ob = op);
3395 }
3396
3397 if (!op->invisible)
3398 {
3399 who->statusmsg (format (
3400 "You ready %s."
3401 "You can now use the skill: %s.",
3402 query_name (op),
3403 &op->skill
3404 ));
3405 }
3406 else
3407 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3408 }
3409 else
3410 {
3411 SET_FLAG (op, FLAG_APPLIED);
3412 change_abil (who, op);
3413 who->chosen_skill = op;
3414 SET_FLAG (who, FLAG_READY_SKILL);
3415 }
3416
3417 break;
3418
3419 case BOW:
3420 if (!check_weapon_power (who, op->last_eat))
3421 {
3422 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3423
3424 if (tmp)
3425 insert_ob_in_ob (tmp, who);
3426
3427 return 1;
3428 }
3429
3430 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3431 {
3432 who->failmsg ("The weapon does not recognize you as its owner. "
3433 "H<Its name indicates that it belongs to somebody else.>");
3434 if (tmp)
3435 insert_ob_in_ob (tmp, who);
3436
3437 return 1;
3438 }
3439
3440 /*FALLTHROUGH*/
3441 case WAND:
3442 case ROD:
3443 case HORN:
3444 /* check for skill, alter player status */
3445
3446 if (!skop)
3447 {
3448 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3449 return 1;
3450 }
3451
3452 SET_FLAG (op, FLAG_APPLIED);
3453 who->change_skill (skop);
3454
3455 if (who->contr)
3456 {
3457 who->contr->ranged_ob = op;
3458
3459 who->statusmsg (format ("You ready %s.", query_name (op)));
3460
3461 if (op->type == BOW)
3462 {
3463 who->current_weapon = op;
3464 change_abil (who, op);
3465 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3466 }
3467 }
3468 else
3469 {
3470 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW);
3472 else
3473 SET_FLAG (who, FLAG_READY_RANGE);
3474 }
3475
3476 break;
3477
3478 case BUILDER:
3479 if (who->type == PLAYER)
3480 {
3481 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3482 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3483 unapply_special (who, who->contr->ranged_ob, 0);
3484
3485 who->statusmsg (format ("You ready your %s.", query_name (op)));
3486
3487 who->contr->ranged_ob = op;
3488 }
3489 break;
3490
3491 default:
3492 who->statusmsg (format ("You apply %s.", query_name (op)));
3493 }
3494
3495 SET_FLAG (op, FLAG_APPLIED);
3496
3497 if (tmp)
3498 tmp = insert_ob_in_ob (tmp, who);
3499
3500 who->update_stats ();
3501
3502 /* We exclude spell casting objects. The fire code will set the
3503 * been applied flag when they are used - until that point,
3504 * you don't know anything about them.
3505 */
3506 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3507 SET_FLAG (op, FLAG_BEEN_APPLIED);
3508
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 if (who->type == PLAYER)
3511 {
3512 who->failmsg (
3513 "Oops, it feels deadly cold! "
3514 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3515 );
3516 SET_FLAG (op, FLAG_KNOWN_CURSED);
3517 }
3518
3519 if (who->type == PLAYER)
3520 {
3521 /* if multiple objects were applied, update both slots */
3522 if (tmp)
3523 esrv_send_item (who, tmp);
3524
3525 esrv_send_item (who, op);
3526 }
3527
3528 return 0;
3529 }
3530
3531 int
3532 monster_apply_special (object *who, object *op, int aflags)
3533 {
3534 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3535 return 1;
3536
3537 return apply_special (who, op, aflags);
3538 }
3539
3540 /**
3541 * Map was just loaded, handle op's initialisation.
3542 *
3543 * Generates shop floor's item, and treasures.
3544 */
3545 int
3546 auto_apply (object *op)
3547 {
3548 object *tmp = NULL, *tmp2;
3549 int i;
3550
3551 switch (op->type)
3552 {
3553 case SHOP_FLOOR:
3554 if (!op->has_random_items ())
3555 return 0;
3556
3557 do
3558 {
3559 i = 10; /* let's give it 10 tries */
3560 while ((tmp = generate_treasure (op->randomitems,
3561 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3562 if (tmp == NULL)
3563 return 0;
3564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3565 {
3566 tmp->destroy ();
3567 tmp = NULL;
3568 }
3569 }
3570 while (!tmp);
3571
3572 tmp->x = op->x;
3573 tmp->y = op->y;
3574 SET_FLAG (tmp, FLAG_UNPAID);
3575 insert_ob_in_map (tmp, op->map, NULL, 0);
3576 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3577 identify (tmp);
3578 break;
3579
3580 case TREASURE:
3581 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3582 return 0;
3583
3584 while (op->stats.hp-- > 0)
3585 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3586 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3587
3588 /* If we generated an object and put it in this object inventory,
3589 * move it to the parent object as the current object is about
3590 * to disappear. An example of this item is the random_* stuff
3591 * that is put inside other objects.
3592 */
3593 for (tmp = op->inv; tmp; tmp = tmp2)
3594 {
3595 tmp2 = tmp->below;
3596 tmp->remove ();
3597
3598 if (op->env)
3599 insert_ob_in_ob (tmp, op->env);
3600 else
3601 tmp->destroy ();
3602 }
3603
3604 op->destroy ();
3605 break;
3606 }
3607 return tmp ? 1 : 0;
3608 }
3609
3610 /**
3611 * fix_auto_apply goes through the entire map every time a map
3612 * is loaded or swapped in and performs special actions for
3613 * certain objects (most initialization of chests and creation of
3614 * treasures and stuff). Calls auto_apply if appropriate.
3615 */
3616 void
3617 maptile::fix_auto_apply ()
3618 {
3619 if (!spaces)
3620 return;
3621
3622 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3623 for (object *tmp = ms->bot; tmp; )
3624 {
3625 object *above = tmp->above;
3626
3627 if (tmp->inv)
3628 {
3629 object *invtmp, *invnext;
3630
3631 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3632 {
3633 invnext = invtmp->below;
3634
3635 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply (invtmp);
3637 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3638 {
3639 while ((invtmp->stats.hp--) > 0)
3640 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641
3642 invtmp->randomitems = NULL;
3643 }
3644 else if (invtmp && invtmp->arch
3645 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3646 {
3647 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648 /* Need to clear this so that we never try to create
3649 * treasure again for this object
3650 */
3651 invtmp->randomitems = NULL;
3652 }
3653 }
3654 /* This is really temporary - the code at the bottom will
3655 * also set randomitems to null. The problem is there are bunches
3656 * of maps/players already out there with items that have spells
3657 * which haven't had the randomitems set to null yet.
3658 * MSW 2004-05-13
3659 *
3660 * And if it's a spellbook, it's better to set randomitems to NULL too,
3661 * else you get two spells in the book ^_-
3662 * Ryo 2004-08-16
3663 */
3664 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3665 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3666 tmp->randomitems = NULL;
3667
3668 }
3669
3670 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3671 auto_apply (tmp);
3672 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3673 {
3674 while ((tmp->stats.hp--) > 0)
3675 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3676 tmp->randomitems = NULL;
3677 }
3678 else if (tmp->type == TIMED_GATE)
3679 {
3680 object *head = tmp->head != NULL ? tmp->head : tmp;
3681
3682 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3683 tmp->set_speed (0);
3684 }
3685 /* This function can be called everytime a map is loaded, even when
3686 * swapping back in. As such, we don't want to create the treasure
3687 * over and ove again, so after we generate the treasure, blank out
3688 * randomitems so if it is swapped in again, it won't make anything.
3689 * This is a problem for the above objects, because they have counters
3690 * which say how many times to make the treasure.
3691 */
3692 else if (tmp && tmp->arch && tmp->type != PLAYER
3693 && tmp->type != TREASURE && tmp->type != SPELL
3694 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3695 {
3696 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3697 tmp->randomitems = NULL;
3698 }
3699
3700 // close all containers
3701 else if (tmp->type == CONTAINER)
3702 tmp->flag [FLAG_APPLIED] = 0;
3703
3704 tmp = above;
3705 }
3706
3707 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3708 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3709 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3710 check_trigger (tmp, tmp->above);
3711 }
3712
3713 /**
3714 * Handles player eating food that temporarily changes status (resistances, stats).
3715 * This used to call cast_change_attr(), but
3716 * that doesn't work with the new spell code. Since we know what
3717 * the food changes, just grab a force and use that instead.
3718 */
3719 void
3720 eat_special_food (object *who, object *food)
3721 {
3722 object *force;
3723 int i, did_one = 0;
3724
3725 force = get_archetype (FORCE_NAME);
3726
3727 for (i = 0; i < NUM_STATS; i++)
3728 if (sint8 k = food->stats.stat (i))
3729 {
3730 force->stats.stat (i) = k;
3731 did_one = 1;
3732 }
3733
3734 /* check if we can protect the eater */
3735 for (i = 0; i < NROFATTACKS; i++)
3736 {
3737 if (food->resist[i] > 0)
3738 {
3739 force->resist[i] = food->resist[i] / 2;
3740 did_one = 1;
3741 }
3742 }
3743
3744 if (did_one)
3745 {
3746 force->set_speed (0.1);
3747 /* bigger morsel of food = longer effect time */
3748 force->duration = food->stats.food / 5;
3749 SET_FLAG (force, FLAG_APPLIED);
3750 change_abil (who, force);
3751 insert_ob_in_ob (force, who);
3752 }
3753 else
3754 force->destroy ();
3755
3756 /* check for hp, sp change */
3757 if (food->stats.hp != 0)
3758 {
3759 if (QUERY_FLAG (food, FLAG_CURSED))
3760 {
3761 assign (who->contr->killer, food->name);
3762 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3763 who->failmsg ("Eck!...that was poisonous!");
3764 }
3765 else
3766 {
3767 if (food->stats.hp > 0)
3768 who->statusmsg ("You begin to feel better.");
3769 else
3770 who->failmsg ("Eck!...that was poisonous!");
3771
3772 who->stats.hp += food->stats.hp;
3773 }
3774 }
3775 if (food->stats.sp != 0)
3776 {
3777 if (QUERY_FLAG (food, FLAG_CURSED))
3778 {
3779 who->failmsg ("You are drained of mana!");
3780 who->stats.sp -= food->stats.sp;
3781 if (who->stats.sp < 0)
3782 who->stats.sp = 0;
3783 }
3784 else
3785 {
3786 who->statusmsg ("You feel a rush of magical energy!");
3787 who->stats.sp += food->stats.sp;
3788 /* place limit on max sp from food? */
3789 }
3790 }
3791
3792 who->update_stats ();
3793 }
3794
3795 /**
3796 * Designed primarily to light torches/lanterns/etc.
3797 * Also burns up burnable material too. First object in the inventory is
3798 * the selected object to "burn". -b.t.
3799 */
3800 void
3801 apply_lighter (object *who, object *lighter)
3802 {
3803 object *item;
3804 int is_player_env = 0;
3805
3806 item = find_marked_object (who);
3807 if (item)
3808 {
3809 if (lighter->last_eat && lighter->stats.food)
3810 { /* lighter gets used up */
3811 /* Split multiple lighters if they're being used up. Otherwise *
3812 * one charge from each would be used up. --DAMN */
3813 if (lighter->nrof > 1)
3814 {
3815 object *oneLighter = lighter->clone ();
3816
3817 lighter->nrof -= 1;
3818 oneLighter->nrof = 1;
3819 oneLighter->stats.food--;
3820 esrv_send_item (who, lighter);
3821 oneLighter = insert_ob_in_ob (oneLighter, who);
3822 esrv_send_item (who, oneLighter);
3823 }
3824 else
3825 lighter->stats.food--;
3826 }
3827 else if (lighter->last_eat)
3828 {
3829 /* no charges left in lighter */
3830 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3831 return;
3832 }
3833
3834 /* Perhaps we should split what we are trying to light on fire?
3835 * I can't see many times when you would want to light multiple
3836 * objects at once.
3837 */
3838
3839 if (who == item->in_player ())
3840 is_player_env = 1;
3841
3842 save_throw_object (item, AT_FIRE, who);
3843
3844 if (item->destroyed ())
3845 {
3846 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3847 /* Need to update the player so that the players glow radius
3848 * gets changed.
3849 */
3850 if (is_player_env)
3851 who->update_stats ();
3852 }
3853 else
3854 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3855 }
3856 else
3857 who->failmsg ("You need to mark a lightable object.");
3858 }
3859
3860 /**
3861 * op made some mistake with a scroll, this takes care of punishment.
3862 * scroll_failure()- hacked directly from spell_failure
3863 */
3864 void
3865 scroll_failure (object *op, int failure, int power)
3866 {
3867 if (abs (failure / 4) > power)
3868 power = abs (failure / 4); /* set minimum effect */
3869
3870 if (failure <= -1 && failure > -15)
3871 { /* wonder */
3872 object *tmp;
3873
3874 op->failmsg ("Your spell warps!");
3875 tmp = get_archetype (SPELL_WONDER);
3876 cast_wonder (op, op, 0, tmp);
3877 tmp->destroy ();
3878 }
3879 else if (failure <= -15 && failure > -35)
3880 { /* drain mana */
3881 op->failmsg ("Your mana is drained!");
3882 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3883 if (op->stats.sp < 0)
3884 op->stats.sp = 0;
3885 }
3886 else if (settings.spell_failure_effects == TRUE)
3887 {
3888 if (failure <= -35 && failure > -60)
3889 { /* confusion */
3890 op->failmsg ("The magic recoils on you!");
3891 confuse_player (op, op, power);
3892 }
3893 else if (failure <= -60 && failure > -70)
3894 { /* paralysis */
3895 op->failmsg ("The magic recoils and paralyzes you!");
3896 paralyze_player (op, op, power);
3897 }
3898 else if (failure <= -70 && failure > -80)
3899 { /* blind */
3900 op->failmsg ("The magic recoils on you!");
3901 blind_player (op, op, power);
3902 }
3903 else if (failure <= -80)
3904 { /* blast the immediate area */
3905 object *tmp = get_archetype (LOOSE_MANA);
3906 cast_magic_storm (op, tmp, power);
3907 op->failmsg ("You unleash uncontrolled mana!");
3908 tmp->destroy ();
3909 }
3910 }
3911 }
3912
3913 void
3914 apply_changes_to_player (object *pl, object *change)
3915 {
3916 int excess_stat = 0; /* if the stat goes over the maximum
3917 for the race, put the excess stat some
3918 where else. */
3919
3920 switch (change->type)
3921 {
3922 case CLASS:
3923 {
3924 living *stats = &(pl->contr->orig_stats);
3925 living *ns = &(change->stats);
3926 object *walk;
3927 int flag_change_face = 1;
3928
3929 /* the following code assigns stats up to the stat max
3930 * for the race, and if the stat max is exceeded,
3931 * tries to randomly reassign the excess stat
3932 */
3933 int i, j;
3934
3935 for (i = 0; i < NUM_STATS; i++)
3936 {
3937 int race_bonus = pl->arch->stats.stat (i);
3938 sint8 stat = stats->stat (i) + ns->stat (i);
3939
3940 if (stat > 20 + race_bonus)
3941 {
3942 excess_stat++;
3943 stat = 20 + race_bonus;
3944 }
3945
3946 stats->stat (i) = stat;
3947 }
3948
3949 for (j = 0; excess_stat > 0 && j < 100; j++)
3950 { /* try 100 times to assign excess stats */
3951 int i = rndm (0, 6);
3952
3953 if (i == CHA)
3954 continue; /* exclude cha from this */
3955
3956 int stat = stats->stat (i);
3957 int race_bonus = pl->arch->stats.stat (i);
3958 if (stat < 20 + race_bonus)
3959 {
3960 change_attr_value (stats, i, 1);
3961 excess_stat--;
3962 }
3963 }
3964
3965 /* insert the randomitems from the change's treasurelist into
3966 * the player ref: player.c
3967 */
3968 if (change->randomitems != NULL)
3969 give_initial_items (pl, change->randomitems);
3970
3971 /* set up the face, for some races. */
3972
3973 /* first, look for the force object banning
3974 * changing the face. Certain races never change face with class.
3975 */
3976 for (walk = pl->inv; walk != NULL; walk = walk->below)
3977 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3978 flag_change_face = 0;
3979
3980 if (flag_change_face)
3981 {
3982 pl->animation_id = GET_ANIM_ID (change);
3983 pl->face = change->face;
3984
3985 if (QUERY_FLAG (change, FLAG_ANIMATE))
3986 SET_FLAG (pl, FLAG_ANIMATE);
3987 else
3988 CLEAR_FLAG (pl, FLAG_ANIMATE);
3989 }
3990
3991 /* check the special case of can't use weapons */
3992 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3993 if (!strcmp (change->name, "monk"))
3994 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3995
3996 break;
3997 }
3998 }
3999 }
4000
4001 /**
4002 * This handles items of type 'transformer'.
4003 * Basically those items, used with a marked item, transform both items into something
4004 * else.
4005 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4006 * Change information is contained in the 'slaying' field of the marked item.
4007 * The format is as follow: transformer:[number ]yield[;transformer:...].
4008 * This way an item can be transformed in many things, and/or many objects.
4009 * The 'slaying' field for transformer is used as verb for the action.
4010 */
4011 void
4012 apply_item_transformer (object *pl, object *transformer)
4013 {
4014 object *marked;
4015 object *new_item;
4016 char *find;
4017 char *separator;
4018 int yield;
4019 char got[MAX_BUF];
4020 int len;
4021
4022 if (!pl || !transformer)
4023 return;
4024
4025 marked = find_marked_object (pl);
4026
4027 if (!marked)
4028 {
4029 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4030 return;
4031 }
4032
4033 if (!marked->slaying)
4034 {
4035 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4036 return;
4037 }
4038
4039 /* check whether they are compatible or not */
4040 find = strstr (marked->slaying, transformer->arch->archname);
4041 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4042 {
4043 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4044 return;
4045 }
4046
4047 find += strlen (transformer->arch->archname) + 1;
4048 /* Item can be used, now find how many and what it yields */
4049 if (isdigit (*(find)))
4050 {
4051 yield = atoi (find);
4052 if (yield < 1)
4053 {
4054 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4055 yield = 1;
4056 }
4057 }
4058 else
4059 yield = 1;
4060
4061 while (isdigit (*find))
4062 find++;
4063
4064 while (*find == ' ')
4065 find++;
4066
4067 memset (got, 0, MAX_BUF);
4068
4069 if ((separator = strchr (find, ';')) != NULL)
4070 len = separator - find;
4071 else
4072 len = strlen (find);
4073
4074 if (len > MAX_BUF - 1)
4075 len = MAX_BUF - 1;
4076
4077 strcpy (got, find);
4078 got[len] = '\0';
4079
4080 /* Now create new item, remove used ones when required. */
4081 new_item = get_archetype (got);
4082 if (!new_item)
4083 {
4084 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4085 return;
4086 }
4087
4088 new_item->nrof = yield;
4089
4090 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4091
4092 insert_ob_in_ob (new_item, pl);
4093 esrv_send_inventory (pl, pl);
4094 /* Eat up one item */
4095 marked->decrease ();
4096
4097 /* Eat one transformer if needed */
4098 if (transformer->stats.food)
4099 if (--transformer->stats.food == 0)
4100 transformer->decrease ();
4101 }
4102