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/cvs/deliantra/server/server/apply.C
Revision: 1.132
Committed: Sat Sep 8 09:46:59 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.131: +8 -0 lines
Log Message:
we need some 'sound_apply_type'-type framework

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418 }
419
420 /****************************************************************************
421 * Weapon improvement code follows
422 ****************************************************************************/
423
424 /**
425 * This returns the sum of nrof of item (arch name).
426 */
427 static int
428 check_item (object *op, const char *item)
429 {
430 int count = 0;
431
432 if (!item)
433 return 0;
434
435 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof;
446 }
447 }
448 }
449
450 return count;
451 }
452
453 /**
454 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only
456 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects.
458 */
459 static void
460 eat_item (object *op, const char *item, uint32 nrof)
461 {
462 object *prev;
463
464 prev = op;
465 op = op->below;
466
467 while (op)
468 {
469 if (strcmp (op->arch->archname, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
482 op = prev;
483 }
484
485 prev = op;
486 op = op->below;
487 }
488 }
489
490 /**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497 static int
498 check_weapon_power (const object *who, int improvs)
499 {
500 /* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504 #if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510 #else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538 #endif
539 }
540
541 /**
542 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */
545 static int
546 check_sacrifice (object *op, const object *improver)
547 {
548 int count = 0;
549
550 if (improver->slaying)
551 {
552 count = check_item (op, improver->slaying);
553 if (count < 1)
554 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
556 return 0;
557 }
558 }
559 else
560 count = 1;
561
562 return count;
563 }
564
565 /**
566 * Actually improves the weapon, and tells user.
567 */
568 static int
569 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570 {
571 stat += sacrifice_count;
572 weapon->last_eat++;
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
584 return 1;
585 }
586
587 /* Types of improvements, hidden in the sp field. */
588 #define IMPROVE_PREPARE 1
589 #define IMPROVE_DAMAGE 2
590 #define IMPROVE_WEIGHT 3
591 #define IMPROVE_ENCHANT 4
592 #define IMPROVE_STR 5
593 #define IMPROVE_DEX 6
594 #define IMPROVE_CON 7
595 #define IMPROVE_WIS 8
596 #define IMPROVE_CHA 9
597 #define IMPROVE_INT 10
598 #define IMPROVE_POW 11
599
600 /**
601 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on.
603 */
604 int
605 prepare_weapon (object *op, object *improver, object *weapon)
606 {
607 int sacrifice_count, i;
608 char buf[MAX_BUF];
609
610 if (weapon->level != 0)
611 {
612 op->failmsg ("Weapon is already prepared!");
613 return 0;
614 }
615
616 for (i = 0; i < NROFATTACKS; i++)
617 if (weapon->resist[i])
618 break;
619
620 /* If we break out, i will be less than nrofattacks, preventing
621 * improvement of items that already have protections.
622 */
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */
627 {
628 op->failmsg ("You cannot prepare magic weapons.");
629 return 0;
630 }
631
632 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0)
634 return 0;
635
636 weapon->level = isqrt (sacrifice_count);
637 eat_item (op, improver->slaying, sacrifice_count);
638
639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
644
645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */
649 decrease_ob (improver);
650 weapon->last_eat = 0;
651 return 1;
652 }
653
654
655 /**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason.
659 *
660 * Checks if weapon was prepared, if enough potions on the floor, ...
661 *
662 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve
665 */
666 int
667 improve_weapon (object *op, object *improver, object *weapon)
668 {
669 int sacrifice_count, sacrifice_needed = 0;
670
671 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon);
673
674 if (weapon->level == 0)
675 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
677 return 0;
678 }
679
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
681 {
682 op->failmsg ("This weapon cannot be improved any more.");
683 return 0;
684 }
685
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
687 {
688 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you "
690 "really want to improve it.");
691 return 0;
692 }
693
694 /* This just increases damage by 5 points, no matter what. No sacrifice
695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
696 * don't put any maximum value on damage - the limit is how much the
697 * weapon can be improved.
698 */
699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
701 weapon->stats.dam += 5;
702 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++;
705
706 weapon->item_power++;
707 decrease_ob (improver);
708 return 1;
709 }
710
711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
713 /* Reduce weight by 20% */
714 weapon->weight = (weapon->weight * 8) / 10;
715 if (weapon->weight < 1)
716 weapon->weight = 1;
717
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++;
720 weapon->item_power++;
721 decrease_ob (improver);
722 return 1;
723 }
724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
726 weapon->magic++;
727 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver);
730 weapon->item_power++;
731 return 1;
732 }
733
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
736
737 if (sacrifice_needed < 1)
738 sacrifice_needed = 1;
739 sacrifice_needed *= 2;
740
741 sacrifice_count = check_sacrifice (op, improver);
742 if (sacrifice_count < sacrifice_needed)
743 {
744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
745 return 0;
746 }
747
748 eat_item (op, improver->slaying, sacrifice_needed);
749 weapon->item_power++;
750
751 switch (improver->stats.sp)
752 {
753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
760 default:
761 op->failmsg ("Unknown improvement type.");
762 }
763
764 LOG (llevError, "improve_weapon: Got to end of function\n");
765 return 0;
766 }
767
768 /**
769 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work.
772 */
773 int
774 check_improve_weapon (object *op, object *tmp)
775 {
776 object *otmp;
777
778 if (op->type != PLAYER)
779 return 0;
780
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 {
783 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0;
785 }
786
787 otmp = find_marked_object (op);
788 if (!otmp)
789 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0;
792 }
793
794 if (otmp->type != WEAPON && otmp->type != BOW)
795 {
796 op->failmsg ("Marked item is not a weapon or bow!");
797 return 0;
798 }
799
800 op->statusmsg ("Applied weapon builder.");
801
802 improve_weapon (op, tmp, otmp);
803 esrv_send_item (op, otmp);
804 return 1;
805 }
806
807 /**
808 * This code deals with the armour improvment scrolls.
809 * Change limits on improvement - let players go up to
810 * +5 no matter what level, but they are limited by item
811 * power.
812 * Try to use same improvement code as in the common/treasure.c
813 * file, so that if you make a +2 full helm, it will be just
814 * the same as one you find in a shop.
815 *
816 * deprecated comment:
817 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
818 * only 'enchantment' of armour is possible - improving
819 * the stats of a player w/ armour as well as a weapon
820 * will probably horribly unbalance the game. Magic enchanting
821 * depends on the level of the character - ie the plus
822 * value (magic) of the armour can never be increased beyond
823 * the level of the character / 10 -- rounding upish, nor may
824 * the armour value of the piece of equipment exceed either
825 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now.
828 */
829 int
830 improve_armour (object *op, object *improver, object *armour)
831 {
832 object *tmp;
833
834 if (armour->magic >= settings.armor_max_enchant)
835 {
836 op->failmsg ("This armour can not be enchanted any further!");
837 return 0;
838 }
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?)
843 */
844 if (armour->title)
845 {
846 op->failmsg ("This armour will not accept further enchantment.");
847 return 0;
848 }
849
850 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge.
852 */
853 if (armour->nrof > 1)
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857
858 armour->magic++;
859
860 if (!settings.armor_speed_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_speed_improvement) / 100;
868 pow++;
869 }
870
871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
872 }
873 else
874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
875
876 if (!settings.armor_weight_linear)
877 {
878 int base = 100;
879 int pow = 0;
880
881 while (pow < armour->magic)
882 {
883 base = base - (base * settings.armor_weight_reduction) / 100;
884 pow++;
885 }
886
887 armour->weight = (armour->arch->weight * base) / 100;
888 }
889 else
890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
891
892 if (armour->weight <= 0)
893 {
894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
895 armour->weight = 1;
896 }
897
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899
900 if (op->type == PLAYER)
901 {
902 esrv_send_item (op, armour);
903 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats ();
905 }
906
907 decrease_ob (improver);
908
909 if (tmp)
910 {
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914
915 return 1;
916 }
917
918 /*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken.
921 */
922 #define CONV_FROM(xyz) xyz->slaying
923 #define CONV_TO(xyz) xyz->other_arch
924 #define CONV_NR(xyz) xyz->stats.sp
925 #define CONV_NEED(xyz) xyz->stats.food
926
927 /* Takes one items and makes another.
928 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything.
931 */
932 int
933 convert_item (object *item, object *converter)
934 {
935 int nr = 0;
936 uint32 price_in;
937
938 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck)
941 */
942 if (CONV_FROM (converter) == shstr_money)
943 {
944 if (item->type != MONEY)
945 return 0;
946
947 nr = (item->nrof * item->value) / CONV_NEED (converter);
948 if (!nr)
949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
953 int cost = nr * CONV_NEED (converter) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
958 decrease_ob_nr (item, cost);
959
960 price_in = cost * item->value;
961 }
962 else
963 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
969
970 if (CONV_NEED (converter))
971 {
972 nr = item->nrof / CONV_NEED (converter);
973 decrease_ob_nr (item, nr * CONV_NEED (converter));
974 price_in = nr * CONV_NEED (converter) * item->value;
975 }
976 else
977 {
978 price_in = item->value;
979 item->destroy ();
980 }
981 }
982
983 if (converter->inv)
984 {
985 object *ob;
986 int i;
987 object *ob_to_copy;
988
989 /* select random object from inventory to copy */
990 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0)
993 ob_to_copy = ob;
994
995 item = object_create_clone (ob_to_copy);
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 }
999 else
1000 {
1001 if (converter->other_arch == NULL)
1002 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1;
1006 }
1007
1008 item = object_create_arch (converter->other_arch);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 }
1011
1012 if (CONV_NR (converter))
1013 item->nrof = CONV_NR (converter);
1014
1015 if (nr)
1016 item->nrof *= nr;
1017
1018 if (is_in_shop (converter))
1019 SET_FLAG (item, FLAG_UNPAID);
1020 else if (price_in < item->nrof * item->value)
1021 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /**
1025 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this.
1027 */
1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1;
1033 }
1034
1035 /**
1036 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t.
1040 */
1041 int
1042 apply_container (object *op, object *sack)
1043 {
1044 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */
1046
1047 if (!sack || sack->type != CONTAINER)
1048 {
1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1050 return 0;
1051 }
1052
1053 op->contr->last_used = 0;
1054
1055 if (sack->env && sack->env != op)
1056 {
1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 return 1;
1059 }
1060
1061 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED])
1063 {
1064 if (op->container == sack)
1065 {
1066 // open on ground or inv, so close
1067 op->close_container ();
1068 return 1;
1069 }
1070 else if (!sack->env)
1071 {
1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1075 }
1076
1077 // fall through to opening it (active in inv)
1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1082 op->close_container ();
1083 sack->flag [FLAG_APPLIED] = 1;
1084 esrv_update_item (UPD_FLAGS, op, sack);
1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1086 return 1;
1087 }
1088
1089 // it's locked?
1090 if (sack->slaying)
1091 {
1092 if (object *tmp = find_key (op, op, sack))
1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1094 else
1095 {
1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1097 return 1;
1098 }
1099 }
1100
1101 op->open_container (sack);
1102
1103 return 1;
1104 }
1105
1106 /**
1107 * Handles dropping things on altar.
1108 * Returns true if sacrifice was accepted.
1109 */
1110 static int
1111 apply_altar (object *altar, object *sacrifice, object *originator)
1112 {
1113 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0;
1116
1117 if (operate_altar (altar, &sacrifice))
1118 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly.
1122 */
1123 if (altar->inv && altar->inv->type == SPELL)
1124 {
1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1127 /* If it is connected, push the button. Fixes some problems with
1128 * old maps.
1129 */
1130
1131 /* push_button (altar);*/
1132 }
1133 else
1134 {
1135 altar->value = 1; /* works only once */
1136 push_button (altar);
1137 }
1138
1139 return !sacrifice;
1140 }
1141 else
1142 return 0;
1143 }
1144
1145 /**
1146 * Handles 'movement' of shop mats.
1147 * Returns 1 if 'op' was destroyed, 0 if not.
1148 * Largely re-written to not use nearly as many gotos, plus
1149 * some of this code just looked plain out of date.
1150 * MSW 2001-08-29
1151 */
1152 int
1153 apply_shop_mat (object *shop_mat, object *op)
1154 {
1155 int rv = 0;
1156 double opinion;
1157 object *tmp, *next;
1158
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1172 if (op->type != PLAYER)
1173 {
1174 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in
1176 * the shop.
1177 */
1178 for (tmp = op->inv; tmp; tmp = next)
1179 {
1180 next = tmp->below;
1181
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185
1186 tmp->remove ();
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 }
1196 }
1197
1198 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK))
1200 return 0;
1201
1202 /* unpaid objects, or non living objects, can't transfer by
1203 * shop mats. Instead, put it on a nearby space.
1204 */
1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1206 {
1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209
1210 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212
1213 return 0;
1214 }
1215 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine.
1217 */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219 }
1220 else if (can_pay (op) && get_payment (op))
1221 {
1222 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op);
1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1232 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor.
1237 */
1238 else if (!rv && !is_in_shop (op))
1239 {
1240 opinion = shopkeeper_approval (op->map, op);
1241
1242 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1246 : "The shopkeeper glares at you with contempt."
1247 );
1248 }
1249 }
1250 else
1251 {
1252 /* if we get here, a player tried to leave a shop but was not able
1253 * to afford the items he has. We try to move the player so that
1254 * they are not on the mat anymore
1255 */
1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1257
1258 if (i == -1)
1259 LOG (llevError, "Internal shop-mat problem.\n");
1260 else
1261 {
1262 op->remove ();
1263 op->x += freearr_x[i];
1264 op->y += freearr_y[i];
1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 }
1267 }
1268
1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1270 return rv;
1271 }
1272
1273 /**
1274 * Handles applying a sign.
1275 */
1276 static void
1277 apply_sign (object *op, object *sign, int autoapply)
1278 {
1279 readable_message_type *msgType;
1280
1281 if (!sign->msg)
1282 {
1283 op->statusmsg ("Nothing is written on it.");
1284 return;
1285 }
1286
1287 if (sign->stats.food)
1288 {
1289 if (sign->last_eat >= sign->stats.food)
1290 {
1291 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore.");
1293
1294 return;
1295 }
1296
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1298 sign->last_eat++;
1299 }
1300
1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1302 * No way to know for sure. The presumption is basically that if
1303 * move_on is zero, it needs to be manually applied (doesn't talk
1304 * to us).
1305 */
1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1307 {
1308 op->failmsg ("You are unable to read while blind!");
1309 return;
1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1316
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1321 msgType = get_readable_message_type (sign);
1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 }
1326 }
1327
1328 /**
1329 * 'victim' moves onto 'trap'
1330 * 'victim' leaves 'trap'
1331 * effect is determined by move_on/move_off of trap and move_type of victime.
1332 *
1333 * originator: Player, monster or other object that caused 'victim' to move
1334 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1335 * However, some types of traps require an originator to function.
1336 */
1337 void
1338 move_apply (object *trap, object *victim, object *originator)
1339 {
1340 static int recursion_depth = 0;
1341
1342 /* Only exits affect DMs. */
1343 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1344 return;
1345
1346 /* move_apply() is the most likely candidate for causing unwanted and
1347 * possibly unlimited recursion.
1348 */
1349 /* The following was changed because it was causing perfeclty correct
1350 * maps to fail. 1) it's not an error to recurse:
1351 * rune detonates, summoning monster. monster lands on nearby rune.
1352 * nearby rune detonates. This sort of recursion is expected and
1353 * proper. This code was causing needless crashes.
1354 */
1355 if (recursion_depth >= 500)
1356 {
1357 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1358 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1359 return;
1360 }
1361
1362 recursion_depth++;
1363 if (trap->head)
1364 trap = trap->head;
1365
1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1367 goto leave;
1368
1369 switch (trap->type)
1370 {
1371 case PLAYERMOVER:
1372 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1373 {
1374 if (!trap->stats.maxsp)
1375 trap->stats.maxsp = 2;
1376
1377 /* Is this correct? From the docs, it doesn't look like it
1378 * should be divided by trap->speed
1379 */
1380 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1381
1382 /* Just put in some sanity check. I think there is a bug in the
1383 * above with some objects have zero speed, and thus the player
1384 * getting permanently paralyzed.
1385 */
1386 if (victim->speed_left < -50.f)
1387 victim->speed_left = -50.f;
1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1389 }
1390 goto leave;
1391
1392 case SPINNER:
1393 if (victim->direction)
1394 {
1395 victim->direction = absdir (victim->direction - trap->stats.sp);
1396 update_turn_face (victim);
1397 }
1398 goto leave;
1399
1400 case DIRECTOR:
1401 if (victim->direction && !should_director_abort (trap, victim))
1402 {
1403 victim->direction = trap->stats.sp;
1404 update_turn_face (victim);
1405 }
1406 goto leave;
1407
1408 case BUTTON:
1409 case PEDESTAL:
1410 update_button (trap);
1411 goto leave;
1412
1413 case ALTAR:
1414 /* sacrifice victim on trap */
1415 apply_altar (trap, victim, originator);
1416 goto leave;
1417
1418 case THROWN_OBJ:
1419 if (trap->inv == NULL)
1420 goto leave;
1421 /* fallthrough */
1422
1423 case ARROW:
1424 /* bad bug: monster throw a object, make a step forwards, step on object ,
1425 * trigger this here and get hit by own missile - and will be own enemy.
1426 * Victim then is his own enemy and will start to kill herself (this is
1427 * removed) but we have not synced victim and his missile. To avoid senseless
1428 * action, we avoid hits here
1429 */
1430 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1431 hit_with_arrow (trap, victim);
1432 goto leave;
1433
1434 case SPELL_EFFECT:
1435 apply_spell_effect (trap, victim);
1436 goto leave;
1437
1438 case TRAPDOOR:
1439 {
1440 int max, sound_was_played;
1441 object *ab, *ab_next;
1442
1443 if (!trap->value)
1444 {
1445 int tot;
1446
1447 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450
1451 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 goto leave;
1453
1454 SET_ANIMATION (trap, trap->value);
1455 update_object (trap, UP_OBJ_FACE);
1456 }
1457
1458 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1459 {
1460 /* need to set this up, since if we do transfer the object,
1461 * ab->above would be bogus
1462 */
1463 ab_next = ab->above;
1464
1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1466 {
1467 if (!sound_was_played)
1468 {
1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1470 sound_was_played = 1;
1471 }
1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1475 }
1476 }
1477 goto leave;
1478 }
1479
1480 case CONVERTER:
1481 if (convert_item (victim, trap) < 0)
1482 {
1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1484 get_archetype ("burnout")->insert_at (trap, trap);
1485 }
1486
1487 goto leave;
1488
1489 case TRIGGER_BUTTON:
1490 case TRIGGER_PEDESTAL:
1491 case TRIGGER_ALTAR:
1492 check_trigger (trap, victim);
1493 goto leave;
1494
1495 case DEEP_SWAMP:
1496 walk_on_deep_swamp (trap, victim);
1497 goto leave;
1498
1499 case CHECK_INV:
1500 check_inv (victim, trap);
1501 goto leave;
1502
1503 case HOLE:
1504 /* Hole not open? */
1505 if (trap->stats.wc > 0)
1506 goto leave;
1507
1508 /* Is this a multipart monster and not the head? If so, return.
1509 * Processing will happen if the head runs into the pit
1510 */
1511 if (victim->head)
1512 goto leave;
1513
1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1517 goto leave;
1518
1519 case EXIT:
1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1521 {
1522 /* Basically, don't show exits leading to random maps the
1523 * players output.
1524 */
1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 trap->play_sound (trap->sound);
1529 victim->enter_exit (trap);
1530 }
1531 goto leave;
1532
1533 case ENCOUNTER:
1534 /* may be some leftovers on this */
1535 goto leave;
1536
1537 case SHOP_MAT:
1538 apply_shop_mat (trap, victim);
1539 goto leave;
1540
1541 /* Drop a certain amount of gold, and have one item identified */
1542 case IDENTIFY_ALTAR:
1543 apply_id_altar (victim, trap, originator);
1544 goto leave;
1545
1546 case SIGN:
1547 if (victim->type != PLAYER && trap->stats.food > 0)
1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1549
1550 apply_sign (victim, trap, 1);
1551 goto leave;
1552
1553 case CONTAINER:
1554 apply_container (victim, trap);
1555 goto leave;
1556
1557 case RUNE:
1558 case TRAP:
1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 spring_trap (trap, victim);
1561 goto leave;
1562
1563 default:
1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 goto leave;
1567 }
1568
1569 leave:
1570 recursion_depth--;
1571 }
1572
1573 /**
1574 * Handles reading a regular (ie not containing a spell) book.
1575 */
1576 static void
1577 apply_book (object *op, object *tmp)
1578 {
1579 int lev_diff;
1580 object *skill_ob;
1581
1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1583 {
1584 op->failmsg ("You are unable to read while blind!");
1585 return;
1586 }
1587
1588 if (!tmp->msg)
1589 {
1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1591 return;
1592 }
1593
1594 /* need a literacy skill to read stuff! */
1595 skill_ob = find_skill_by_name (op, tmp->skill);
1596 if (!skill_ob)
1597 {
1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1599 return;
1600 }
1601
1602 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension.");
1611 return;
1612 }
1613
1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632
1633 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1640 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 }
1649
1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 }
1653 }
1654
1655 /**
1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1657 * op is the person learning the skill, tmp is the skill scroll object
1658 */
1659 static void
1660 apply_skillscroll (object *op, object *tmp)
1661 {
1662 switch (learn_skill (op, tmp))
1663 {
1664 case 0:
1665 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break;
1668
1669 case 1:
1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1674
1675 default:
1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break;
1680 }
1681 }
1682
1683 /**
1684 * Actually makes op learn spell.
1685 * Informs player of what happens.
1686 */
1687 void
1688 do_learn_spell (object *op, object *spell, int special_prayer)
1689 {
1690 object *tmp;
1691
1692 if (op->type != PLAYER)
1693 {
1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1695 return;
1696 }
1697
1698 /* Upgrade special prayers to normal prayers */
1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1703 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1704 return;
1705 }
1706 return;
1707 }
1708
1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1711 tmp = spell->clone ();
1712 insert_ob_in_ob (tmp, op);
1713
1714 if (special_prayer)
1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1716
1717 esrv_add_spells (op->contr, tmp);
1718 }
1719
1720 /**
1721 * Erases spell from player's inventory.
1722 */
1723 void
1724 do_forget_spell (object *op, const char *spell)
1725 {
1726 object *spob;
1727
1728 if (op->type != PLAYER)
1729 {
1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1731 return;
1732 }
1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1736 return;
1737 }
1738
1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1740 player_unready_range_ob (op->contr, spob);
1741 esrv_remove_spell (op->contr, spob);
1742 spob->destroy ();
1743 }
1744
1745 /**
1746 * Handles player applying a spellbook.
1747 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1748 * stuff like that. Random learning failure too.
1749 */
1750 static void
1751 apply_spellbook (object *op, object *tmp)
1752 {
1753 object *skop, *spell, *spell_skill;
1754
1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1756 {
1757 op->failmsg ("You are unable to read while blind.");
1758 return;
1759 }
1760
1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1762 * instead of having their spell stored in stats.sp. These are
1763 * legacy spellbooks
1764 */
1765 if (tmp->slaying)
1766 {
1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1768 if (!spell)
1769 {
1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 return;
1772 }
1773 else
1774 insert_ob_in_ob (spell, tmp);
1775
1776 tmp->slaying = 0;
1777 }
1778
1779 skop = find_skill_by_name (op, tmp->skill);
1780
1781 /* need a literacy skill to learn spells. Also, having a literacy level
1782 * lower than the spell will make learning the spell more difficult */
1783 if (!skop)
1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 return;
1787 }
1788
1789 spell = tmp->inv;
1790
1791 if (!spell)
1792 {
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return;
1796 }
1797
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1799 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1801 return;
1802 }
1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815
1816 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark.
1820 */
1821 if (check_spell_known (op, spell->name))
1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
1826
1827 if (spell->skill)
1828 {
1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1831 if (!spell_skill)
1832 {
1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 return;
1835 }
1836
1837 if (spell_skill->level < spell->level)
1838 {
1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 return;
1841 }
1842 }
1843
1844 /* Logic as follows
1845 *
1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847 *
1848 * 2- The learner's skill level in literacy adjusts the chance to learn
1849 * a spell.
1850 *
1851 * 3 -Automatically fail to learn if you read while confused
1852 *
1853 * Overall, chances are the same but a player will find having a high
1854 * literacy rate very useful! -b.t.
1855 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1860 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 do_learn_spell (op, spell, 0);
1866
1867 /* xp gain to literacy for spell learning */
1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 }
1871 else
1872 {
1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
1877 decrease_ob (tmp);
1878 }
1879
1880 /**
1881 * Handles applying a spell scroll.
1882 */
1883 void
1884 apply_scroll (object *op, object *tmp, int dir)
1885 {
1886 object *skop;
1887
1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
1893
1894 if (!tmp->inv || tmp->inv->type != SPELL)
1895 {
1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 return;
1898 }
1899
1900 if (op->type == PLAYER)
1901 {
1902 /* players need a literacy skill to read stuff! */
1903 int exp_gain = 0;
1904
1905 /* hard code literacy - tmp->skill points to where the exp
1906 * should go for anything killed by the spell.
1907 */
1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909
1910 if (!skop)
1911 {
1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 return;
1914 }
1915
1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917 change_exp (op, exp_gain, skop->skill, 0);
1918 }
1919
1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921 identify (tmp);
1922
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924
1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp);
1927 }
1928
1929 /**
1930 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure
1932 * chest.
1933 */
1934 static void
1935 apply_treasure (object *op, object *tmp)
1936 {
1937 /* Nice side effect of this treasure creation method is that the treasure
1938 * for the chest is done when the chest is created, and put into the chest
1939 * inventory. So that when the chest burns up, the items still exist. Also
1940 * prevents people from moving chests to more difficult maps to get better
1941 * treasure
1942 */
1943 object *treas = tmp->inv;
1944
1945 if (!treas)
1946 {
1947 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp);
1949 return;
1950 }
1951
1952 while (tmp->inv)
1953 {
1954 treas = tmp->inv;
1955 treas->remove ();
1956
1957 treas->x = op->x;
1958 treas->y = op->y;
1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960
1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962 spring_trap (treas, op);
1963
1964 /* If either player or container was destroyed, no need to do
1965 * further processing. I think this should be enclused with
1966 * spring trap above, as I don't think there is otherwise
1967 * any way for the treasure chest or player to get killed.
1968 */
1969 if (op->destroyed () || tmp->destroyed ())
1970 break;
1971 }
1972
1973 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp);
1975 }
1976
1977 /**
1978 * op eats food.
1979 * If player, takes care of messages and dragon special food.
1980 */
1981 static void
1982 apply_food (object *op, object *tmp)
1983 {
1984 int capacity_remaining;
1985
1986 if (op->type != PLAYER)
1987 op->stats.hp = op->stats.maxhp;
1988 else
1989 {
1990 /* check if this is a dragon (player), eating some flesh */
1991 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1992 ;
1993 else
1994 {
1995 /* usual case - no dragon meal: */
1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
1998 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!");
2000 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 }
2003
2004 tmp->play_sound (
2005 tmp->sound
2006 ? tmp->sound
2007 : tmp->type == DRINK
2008 ? sound_find ("eat_drink")
2009 : sound_find ("eat_food")
2010 );
2011
2012 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2013 {
2014 const char *buf;
2015
2016 if (!is_dragon_pl (op))
2017 {
2018 /* eating message for normal players */
2019 if (tmp->type == DRINK)
2020 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2021 else
2022 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2023 }
2024 else
2025 /* eating message for dragon players */
2026 buf = format ("The %s tasted terrible!", &tmp->name);
2027
2028 op->statusmsg (buf);
2029
2030 capacity_remaining = 999 - op->stats.food;
2031 op->stats.food += tmp->stats.food;
2032 if (capacity_remaining < tmp->stats.food)
2033 op->stats.hp += capacity_remaining / 50;
2034 else
2035 op->stats.hp += tmp->stats.food / 50;
2036
2037 if (op->stats.hp > op->stats.maxhp)
2038 op->stats.hp = op->stats.maxhp;
2039 if (op->stats.food > 999)
2040 op->stats.food = 999;
2041 }
2042
2043 /* special food hack -b.t. */
2044 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2045 eat_special_food (op, tmp);
2046 }
2047 }
2048
2049 handle_apply_yield (tmp);
2050 decrease_ob (tmp);
2051 }
2052
2053 /**
2054 * A dragon is eating some flesh. If the flesh contains resistances,
2055 * there is a chance for the dragon's skin to get improved.
2056 *
2057 * attributes:
2058 * object *op the object (dragon player) eating the flesh
2059 * object *meal the flesh item, getting chewed in dragon's mouth
2060 * return:
2061 * int 1 if eating successful, 0 if it doesn't work
2062 */
2063 int
2064 dragon_eat_flesh (object *op, object *meal)
2065 {
2066 object *skin = NULL; /* pointer to dragon skin force */
2067 object *abil = NULL; /* pointer to dragon ability force */
2068 object *tmp = NULL; /* tmp. object */
2069
2070 double chance; /* improvement-chance of one resistance type */
2071 double totalchance = 1; /* total chance of gaining one resistance */
2072 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2073 double mbonus = 0; /* monster bonus */
2074 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2075 int winners = 0; /* number of winners */
2076 int i; /* index */
2077
2078 /* let's make sure and doublecheck the parameters */
2079 if (meal->type != FLESH || !is_dragon_pl (op))
2080 return 0;
2081
2082 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2083 from the player's inventory */
2084 for (tmp = op->inv; tmp; tmp = tmp->below)
2085 if (tmp->type == FORCE)
2086 if (tmp->arch->archname == shstr_dragon_skin_force)
2087 skin = tmp;
2088 else if (tmp->arch->archname == shstr_dragon_ability_force)
2089 abil = tmp;
2090
2091 /* if either skin or ability are missing, this is an old player
2092 which is not to be considered a dragon -> bail out */
2093 if (skin == NULL || abil == NULL)
2094 return 0;
2095
2096 /* now start by filling stomache and health, according to food-value */
2097 if ((999 - op->stats.food) < meal->stats.food)
2098 op->stats.hp += (999 - op->stats.food) / 50;
2099 else
2100 op->stats.hp += meal->stats.food / 50;
2101
2102 if (op->stats.hp > op->stats.maxhp)
2103 op->stats.hp = op->stats.maxhp;
2104
2105 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2106
2107 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2108
2109 /* on to the interesting part: chances for adding resistance */
2110 for (i = 0; i < NROFATTACKS; i++)
2111 {
2112 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2113 {
2114 /* got positive resistance, now calculate improvement chance (0-100) */
2115
2116 /* this bonus makes resistance increase easier at lower levels */
2117 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2118 if (i == abil->stats.exp)
2119 bonus += 5; /* additional bonus for resistance of ability-focus */
2120
2121 /* monster bonus increases with level, because high-level
2122 flesh is too rare */
2123 mbonus = op->level * 20. / ((double) settings.max_level);
2124
2125 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2126 ((double) settings.max_level)) - skin->resist[i];
2127
2128 if (chance >= 0.)
2129 chance += 1.;
2130 else
2131 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2132
2133 /* chance is proportional to amount of resistance (max. 50) */
2134 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2135
2136 /* doubled chance for resistance of ability-focus */
2137 if (i == abil->stats.exp)
2138 chance = MIN (100., chance * 2.);
2139
2140 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2141 if (rndm (10000) < (unsigned int) (chance * 100))
2142 {
2143 atnr_winner[winners] = i;
2144 winners++;
2145 }
2146
2147 if (chance >= 0.01)
2148 totalchance *= 1 - chance / 100;
2149
2150 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2151 }
2152 }
2153
2154 /* inverse totalchance as until now we have the failure-chance */
2155 totalchance = 100 - totalchance * 100;
2156
2157 /* print message according to totalchance */
2158 const char *buf;
2159 if (totalchance > 50.)
2160 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2161 else if (totalchance > 10.)
2162 buf = format ("The %s tasted very good.", &meal->name);
2163 else if (totalchance > 1.)
2164 buf = format ("The %s tasted good.", &meal->name);
2165 else if (totalchance > 0.1)
2166 buf = format ("The %s tasted bland.", &meal->name);
2167 else if (totalchance >= 0.01)
2168 buf = format ("The %s had a boring taste.", &meal->name);
2169 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2170 buf = format ("The %s tasted strange.", &meal->name);
2171 else
2172 buf = format ("The %s had no taste.", &meal->name);
2173
2174 op->statusmsg (buf);
2175
2176 /* now choose a winner if we have any */
2177 i = -1;
2178 if (winners > 0)
2179 i = atnr_winner[RANDOM () % winners];
2180
2181 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2182 {
2183 /* resistance increased! */
2184 skin->resist[i]++;
2185 op->update_stats ();
2186
2187 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2188 }
2189
2190 /* if this flesh contains a new ability focus, we mark it
2191 into the ability_force and it will take effect on next level */
2192 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2193 {
2194 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2195
2196 if (meal->last_eat != abil->stats.exp)
2197 op->statusmsg (format (
2198 "Your metabolism prepares to focus on %s!\n"
2199 "The change will happen at level %d.",
2200 change_resist_msg[meal->last_eat],
2201 abil->level + 1
2202 ));
2203 else
2204 {
2205 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2206 abil->last_eat = 0;
2207 }
2208 }
2209
2210 return 1;
2211 }
2212
2213 /**
2214 * Handles applying an improve armor scroll.
2215 * Does some sanity checks, then calls improve_armour.
2216 */
2217 static void
2218 apply_armour_improver (object *op, object *tmp)
2219 {
2220 object *armor;
2221
2222 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2223 {
2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2225 return;
2226 }
2227
2228 armor = find_marked_object (op);
2229
2230 if (!armor)
2231 {
2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2233 return;
2234 }
2235
2236 if (armor->type != ARMOUR
2237 && armor->type != CLOAK
2238 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2239 {
2240 op->failmsg ("Your marked item is not armour!\n");
2241 return;
2242 }
2243
2244 op->statusmsg ("Applying armour enchantment.");
2245 improve_armour (op, tmp, armor);
2246 }
2247
2248 extern void
2249 apply_poison (object *op, object *tmp)
2250 {
2251 if (op->type == PLAYER)
2252 {
2253 op->contr->play_sound (sound_find ("drink_poison"));
2254 op->failmsg ("Yech! That tasted poisonous!");
2255 strcpy (op->contr->killer, "poisonous booze");
2256 }
2257
2258 if (tmp->stats.hp > 0)
2259 {
2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2261 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2262 }
2263
2264 op->stats.food -= op->stats.food / 4;
2265 handle_apply_yield (tmp);
2266 decrease_ob (tmp);
2267 }
2268
2269 /**
2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2271 * A valid 2 way exit means:
2272 * -You can come back (there is another exit at the other side)
2273 * -You are
2274 * ° the owner of the exit
2275 * ° or in the same party as the owner
2276 *
2277 * Note: a owner in a 2 way exit is saved as the owner's name
2278 * in the field exit->name cause the field exit->owner doesn't
2279 * survive in the swapping (in fact the whole exit doesn't survive).
2280 */
2281 int
2282 is_legal_2ways_exit (object *op, object *exit)
2283 {
2284 if (exit->stats.exp != 1)
2285 return 1; /*This is not a 2 way, so it is legal */
2286
2287 #if 0 //TODO
2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2289 return 0; /* This is a reset town portal */
2290 #endif
2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2293
2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2295
2296 if (exitmap)
2297 {
2298 exitmap->load_sync ();
2299
2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2302 if (!tmp)
2303 return 0;
2304
2305 for (; tmp; tmp = tmp->above)
2306 {
2307 if (tmp->type != EXIT)
2308 continue; /*Not an exit */
2309
2310 if (!EXIT_PATH (tmp))
2311 continue; /*Not a valid exit */
2312
2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2314 continue; /*Not in the same place */
2315
2316 if (exit->map->path != EXIT_PATH (tmp))
2317 continue; /*Not in the same map */
2318
2319 /* From here we have found the exit is valid. However we do
2320 * here the check of the exit owner. It is important for the
2321 * town portals to prevent strangers from visiting your appartments
2322 */
2323 if (!exit->race)
2324 return 1; /*No owner, free for all! */
2325
2326 object *exit_owner = 0;
2327
2328 for_all_players (pp)
2329 {
2330 if (!pp->ob)
2331 continue;
2332
2333 if (pp->ob->name != exit->race)
2334 continue;
2335
2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2337 break;
2338 }
2339
2340 if (!exit_owner)
2341 return 0; /* No more owner */
2342
2343 if (exit_owner->contr == op->contr)
2344 return 1; /*It is your exit */
2345
2346 if (exit_owner && /*There is a owner */
2347 (op->contr) && /*A player tries to pass */
2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2350 return 0;
2351
2352 return 1;
2353 }
2354 }
2355
2356 return 0;
2357 }
2358
2359 /**
2360 * Main apply handler.
2361 *
2362 * Checks for unpaid items before applying.
2363 *
2364 * Return value:
2365 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object
2367 * 2: objects of that type can't be applied if not in inventory
2368 *
2369 * op is the object that is causing object to be applied, tmp is the object
2370 * being applied.
2371 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special
2374 */
2375 int
2376 manual_apply (object *op, object *tmp, int aflag)
2377 {
2378 if (tmp->head)
2379 tmp = tmp->head;
2380
2381 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2382 {
2383 if (op->type == PLAYER)
2384 {
2385 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2386 return 1;
2387 }
2388 else
2389 return 0; /* monsters just skip unpaid items */
2390 }
2391
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2393 return RESULT_INT (0);
2394
2395 switch (tmp->type)
2396 {
2397 case CF_HANDLE:
2398 op->play_sound (sound_find ("turn_handle"));
2399 op->statusmsg ("You turn the handle.");
2400 tmp->value = tmp->value ? 0 : 1;
2401 SET_ANIMATION (tmp, tmp->value);
2402 update_object (tmp, UP_OBJ_FACE);
2403 push_button (tmp);
2404 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op))
2408 {
2409 op->statusmsg ("You turn the handle.");
2410 op->play_sound (sound_find ("turn_handle"));
2411 }
2412 else
2413 op->failmsg ("The handle doesn't move.");
2414
2415 return 1;
2416
2417 case EXIT:
2418 if (op->type != PLAYER)
2419 return 0;
2420
2421 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2422 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2423 else
2424 {
2425 /* Don't display messages for random maps. */
2426 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2427 op->statusmsg (tmp->msg, NDI_NAVY);
2428
2429 op->enter_exit (tmp);
2430 }
2431
2432 return 1;
2433
2434 case INSCRIBABLE:
2435 op->statusmsg (tmp->msg);
2436 // maybe show a spell menu to chose from or something like that
2437 return 1;
2438
2439 case SIGN:
2440 apply_sign (op, tmp, 0);
2441 return 1;
2442
2443 case BOOK:
2444 if (op->type == PLAYER)
2445 {
2446 apply_book (op, tmp);
2447 return 1;
2448 }
2449 else
2450 return 0;
2451
2452 case SKILLSCROLL:
2453 if (op->type == PLAYER)
2454 {
2455 apply_skillscroll (op, tmp);
2456 return 1;
2457 }
2458 else
2459 return 0;
2460
2461 case SPELLBOOK:
2462 if (op->type == PLAYER)
2463 {
2464 apply_spellbook (op, tmp);
2465 return 1;
2466 }
2467 else
2468 return 0;
2469
2470 case SCROLL:
2471 apply_scroll (op, tmp, 0);
2472 return 1;
2473
2474 case POTION:
2475 apply_potion (op, tmp);
2476 return 1;
2477
2478 /* Eneq(@csd.uu.se): Handle apply on containers. */
2479 //TODO: remove, as it is unsed?
2480 case CLOSE_CON:
2481 apply_container (op, tmp->env);
2482 return 1;
2483
2484 case CONTAINER:
2485 apply_container (op, tmp);
2486 return 1;
2487
2488 case TREASURE:
2489 if (op->type == PLAYER)
2490 {
2491 apply_treasure (op, tmp);
2492 return 1;
2493 }
2494 else
2495 return 0;
2496
2497 case WEAPON:
2498 case ARMOUR:
2499 case BOOTS:
2500 case GLOVES:
2501 case AMULET:
2502 case GIRDLE:
2503 case BRACERS:
2504 case SHIELD:
2505 case HELMET:
2506 case RING:
2507 case CLOAK:
2508 case WAND:
2509 case ROD:
2510 case HORN:
2511 case SKILL:
2512 case BOW:
2513 case LAMP:
2514 case BUILDER:
2515 case SKILL_TOOL:
2516 if (tmp->env != op)
2517 return 2; /* not in inventory */
2518
2519 apply_special (op, tmp, aflag);
2520 return 1;
2521
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 return 1;
2534
2535 case ARMOUR_IMPROVER:
2536 if (op->type == PLAYER)
2537 {
2538 apply_armour_improver (op, tmp);
2539 return 1;
2540 }
2541 else
2542 return 0;
2543
2544 case WEAPON_IMPROVER:
2545 check_improve_weapon (op, tmp);
2546 return 1;
2547
2548 case CLOCK:
2549 if (op->type == PLAYER)
2550 {
2551 char buf[MAX_BUF];
2552 timeofday_t tod;
2553
2554 get_tod (&tod);
2555 op->play_sound (sound_find ("sound_clock"));
2556 op->statusmsg (format (
2557 "It is %d minute%s past %d o'clock %s",
2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2560 ));
2561 return 1;
2562 }
2563 else
2564 return 0;
2565
2566 case MENU:
2567 if (op->type == PLAYER)
2568 {
2569 shop_listing (tmp, op);
2570 return 1;
2571 }
2572 else
2573 return 0;
2574
2575 case POWER_CRYSTAL:
2576 apply_power_crystal (op, tmp); /* see egoitem.c */
2577 return 1;
2578
2579 case LIGHTER: /* for lighting torches/lanterns/etc */
2580 if (op->type == PLAYER)
2581 {
2582 apply_lighter (op, tmp);
2583 return 1;
2584 }
2585 else
2586 return 0;
2587
2588 case ITEM_TRANSFORMER:
2589 apply_item_transformer (op, tmp);
2590 return 1;
2591
2592 default:
2593 return 0;
2594 }
2595 }
2596
2597
2598 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2599 * messages as needed by player_apply_below(). But there can still be
2600 * "but you are floating high above the ground" messages.
2601 *
2602 * Same return value as apply() function.
2603 */
2604 int
2605 player_apply (object *pl, object *op, int aflag, int quiet)
2606 {
2607 int tmp;
2608
2609 if (op->env && (pl->move_type & MOVE_FLYING))
2610 {
2611 /* player is flying and applying object not in inventory */
2612 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2613 {
2614 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2615 return 0;
2616 }
2617 }
2618
2619 pl->contr->last_used = op;
2620
2621 tmp = manual_apply (pl, op, aflag);
2622 if (!quiet)
2623 {
2624 if (tmp == 0)
2625 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2626 else if (tmp == 2)
2627 op->failmsg ("You must get it first!\n");
2628 }
2629
2630 return tmp;
2631 }
2632
2633 /**
2634 * player_apply_below attempts to apply the object 'below' the player.
2635 * If the player has an open container, we use that for below, otherwise
2636 * we use the ground.
2637 */
2638 void
2639 player_apply_below (object *pl)
2640 {
2641 int floors = 0;
2642
2643 /* If using a container, set the starting item to be the top
2644 * item in the container. Otherwise, use the map.
2645 * This is perhaps more complicated. However, I want to make sure that
2646 * we don't use a corrupt pointer for the next object, so we get the
2647 * next object in the stack before applying. This is can only be a
2648 * problem if player_apply() has a bug in that it uses the object but does
2649 * not return a proper value.
2650 */
2651 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2652 {
2653 next = tmp->below;
2654
2655 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2656 floors++;
2657 else if (floors > 0)
2658 return; /* process only floor objects after first floor object */
2659
2660 /* If it is visible, player can apply it. If it is applied by
2661 * person moving on it, also activate. Added code to make it
2662 * so that at least one of players movement types be that which
2663 * the item needs.
2664 */
2665 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2666 {
2667 if (player_apply (pl, tmp, 0, 1) == 1)
2668 return;
2669 }
2670 if (floors >= 2)
2671 return; /* process at most two floor objects */
2672 }
2673 }
2674
2675 /**
2676 * Unapplies specified item.
2677 * No check done on cursed/damned.
2678 * Break this out of apply_special - this is just done
2679 * to keep the size of apply_special to a more managable size.
2680 */
2681 static int
2682 unapply_special (object *who, object *op, int aflags)
2683 {
2684 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2685 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2686 return RESULT_INT (0);
2687
2688 CLEAR_FLAG (op, FLAG_APPLIED);
2689
2690 switch (op->type)
2691 {
2692 case SKILL_TOOL:
2693 // unapplying a skill tool should also unapply the skill it governs
2694 // but this is hard, as it shouldn't do so when the skill can
2695 // be used for other reasons
2696 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2697 if (tmp->skill == op->skill
2698 && tmp->type == SKILL
2699 && tmp->flag [FLAG_APPLIED]
2700 && !tmp->flag [FLAG_CAN_USE_SKILL])
2701 unapply_special (who, tmp, 0);
2702
2703 change_abil (who, op);
2704 break;
2705
2706 case WEAPON:
2707 if (player *pl = who->contr)
2708 if (op == pl->combat_ob)
2709 {
2710 pl->combat_ob = 0;
2711 who->change_weapon (pl->ranged_ob);
2712 }
2713
2714 who->statusmsg (format ("You unwield %s.", query_name (op)));
2715
2716 change_abil (who, op);
2717 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2718 break;
2719
2720 case SKILL:
2721 if (who->contr)
2722 {
2723 if (!op->invisible)
2724 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2725 else
2726 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2727 }
2728
2729 change_abil (who, op);
2730 CLEAR_FLAG (who, FLAG_READY_SKILL);
2731 break;
2732
2733 case ARMOUR:
2734 case HELMET:
2735 case SHIELD:
2736 case RING:
2737 case BOOTS:
2738 case GLOVES:
2739 case AMULET:
2740 case GIRDLE:
2741 case BRACERS:
2742 case CLOAK:
2743 who->statusmsg (format ("You unwear %s.", query_name (op)));
2744 change_abil (who, op);
2745 break;
2746
2747 case LAMP:
2748 {
2749 who->statusmsg (format ("You turn off your %s.", &op->name));
2750
2751 object *tmp2 = arch_to_object (op->other_arch);
2752 tmp2->x = op->x;
2753 tmp2->y = op->y;
2754 tmp2->map = op->map;
2755 tmp2->below = op->below;
2756 tmp2->above = op->above;
2757 tmp2->stats.food = op->stats.food;
2758 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2759
2760 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2761 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2762
2763 if (who->contr)
2764 esrv_del_item (who->contr, op->count);
2765
2766 op->destroy ();
2767 insert_ob_in_ob (tmp2, who);
2768 who->update_stats ();
2769
2770 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2771 {
2772 if (who->contr)
2773 {
2774 who->failmsg ("Oops, it feels deadly cold!");
2775 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2776 }
2777 }
2778
2779 if (who->contr)
2780 esrv_send_item (who, tmp2);
2781 }
2782
2783 return 1; /* otherwise, an attempt to drop causes problems */
2784
2785 case BOW:
2786 case WAND:
2787 case ROD:
2788 case HORN:
2789 if (player *pl = who->contr)
2790 {
2791 if (op == pl->ranged_ob)
2792 {
2793 pl->ranged_ob = 0;
2794 who->change_weapon (pl->combat_ob);
2795 }
2796
2797 who->statusmsg (format ("You unready %s.", query_name (op)));
2798 }
2799 else
2800 {
2801 who->change_skill (0);
2802
2803 if (op->type == BOW)
2804 CLEAR_FLAG (who, FLAG_READY_BOW);
2805 else
2806 CLEAR_FLAG (who, FLAG_READY_RANGE);
2807 }
2808
2809 break;
2810
2811 case BUILDER:
2812 if (who->contr)
2813 who->statusmsg (format ("You unready %s.", query_name (op)));
2814 break;
2815
2816 default:
2817 who->statusmsg (format ("You unapply %s.", query_name (op)));
2818 break;
2819 }
2820
2821 who->update_stats ();
2822
2823 if (!(aflags & AP_NO_MERGE))
2824 {
2825 object *tmp = merge_ob (op, 0);
2826
2827 if (who->contr)
2828 {
2829 if (tmp)
2830 { /* it was merged */
2831 esrv_del_item (who->contr, op->count);
2832 op = tmp;
2833 }
2834
2835 esrv_send_item (who, op);
2836 }
2837 }
2838
2839 return 0;
2840 }
2841
2842 /**
2843 * Returns the object that is using location 'loc'.
2844 * Note that 'start' is the first object to start examing - we
2845 * then go through the below of this. In this way, you can do
2846 * something like:
2847 * tmp = get_next_item_from_body_location(who->inv, 1);
2848 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2849 * to find the second object that may use this location, etc.
2850 * Returns NULL if no match is found.
2851 * loc is the index into the array we are looking for a match.
2852 * don't return invisible objects unless they are skill objects
2853 * invisible other objects that use
2854 * up body locations can be used as restrictions.
2855 */
2856 static object *
2857 get_next_item_from_body_location (int loc, object *start)
2858 {
2859 for (object *tmp = start; tmp; tmp = tmp->below)
2860 if (tmp->flag [FLAG_APPLIED]
2861 && tmp->slot[loc].info
2862 && (!tmp->invisible || tmp->type == SKILL))
2863 return tmp;
2864
2865 return 0;
2866 }
2867
2868 /**
2869 * 'op' wants to apply an object, but can't because of other equipment.
2870 * This should only be called when it is known
2871 * that there are objects to unapply. This makes pretty heavy
2872 * use of get_item_from_body_location. It makes no intelligent choice
2873 * on objects - rather, the first that is matched is used.
2874 * Returns 0 on success, returns 1 if there is some problem.
2875 * if aflags is AP_PRINT, we instead print out waht to unapply
2876 * instead of doing it. This is a lot less code than having
2877 * another function that does just that.
2878 */
2879
2880 #define CANNOT_REMOVE_CURSED \
2881 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2882 "Praying over an altar, scrolls of remove curse/damnation, " \
2883 "priests or even other players might help.>"
2884
2885 int
2886 unapply_for_ob (object *who, object *op, int aflags)
2887 {
2888 if (op->is_range ())
2889 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2890 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2891 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2892 {
2893 if (aflags & AP_PRINT)
2894 who->failmsg (query_name (tmp));
2895 else
2896 unapply_special (who, tmp, aflags);
2897 }
2898 else
2899 {
2900 /* In this case, we want to try and remove a cursed item.
2901 * While we know it won't work, we want unapply_special to
2902 * at least generate the message.
2903 */
2904 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2905 return 1;
2906 }
2907
2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2909 {
2910 /* this used up a slot that we need to free */
2911 if (op->slot[i].info)
2912 {
2913 object *last = who->inv;
2914
2915 /* We do a while loop - may need to remove several items in order
2916 * to free up enough slots.
2917 */
2918 while ((who->slot[i].used + op->slot[i].info) < 0)
2919 {
2920 object *tmp = get_next_item_from_body_location (i, last);
2921
2922 if (!tmp)
2923 {
2924 #if 0
2925 /* Not a bug - we'll get this if the player has cursed items
2926 * equipped.
2927 */
2928 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2929 #endif
2930 return 1;
2931 }
2932
2933 /* If we are just printing, we don't care about cursed status */
2934 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2935 {
2936 if (aflags & AP_PRINT)
2937 who->failmsg (query_name (tmp));
2938 else
2939 unapply_special (who, tmp, aflags);
2940 }
2941 else
2942 {
2943 /* Cursed item that we can't unequip - tell the player.
2944 * Note this could be annoying if this is just one of a few,
2945 * so it may not be critical (eg, putting on a ring and you have
2946 * one cursed ring.)
2947 */
2948 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2949 }
2950
2951 last = tmp->below;
2952 }
2953 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2954 * return in the !tmp would have kicked in.
2955 */
2956 } /* if op is using this body location */
2957 } /* for body lcoations */
2958
2959 return 0;
2960 }
2961
2962 /**
2963 * Checks to see if 'who' can apply object 'op'.
2964 * Returns 0 if apply can be done without anything special.
2965 * Otherwise returns a bitmask - potentially several of these may be
2966 * set, but largely depends on circumstance - in the future, processing
2967 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2968 * is set, do we really care what the other flags may be?)
2969 *
2970 * See include/define.h for detailed description of the meaning of
2971 * these return values.
2972 */
2973 int
2974 can_apply_object (object *who, object *op)
2975 {
2976 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2977 return RESULT_INT (0);
2978
2979 int retval = 0;
2980 object *tmp = 0, *ws = 0;
2981
2982 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2983 {
2984 if (op->slot[i].info)
2985 {
2986 /* Item uses more slots than we have */
2987 if (who->slot[i].info + op->slot [i].info < 0)
2988 {
2989 /* Could return now for efficiency - rest of info below isn't
2990 * really needed.
2991 */
2992 retval |= CAN_APPLY_NEVER;
2993 }
2994 else if (who->slot[i].used + op->slot[i].info < 0)
2995 {
2996 /* in this case, equipping this would use more free spots than
2997 * we have.
2998 */
2999
3000 /* if we have an applied weapon/shield, and unapply it would free
3001 * enough slots to equip the new item, then just set "can
3002 * apply unapply". We don't care about the logic below - if you have a
3003 * shield equipped and try to equip another shield, there is only
3004 * one choice. However, the check for the number of body locations
3005 * does take into the account cases where what is being applied
3006 * may be two handed for example.
3007 */
3008 if (ws)
3009 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3010 {
3011 retval |= CAN_APPLY_UNAPPLY;
3012 continue;
3013 }
3014
3015 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3016 if (!tmp1)
3017 {
3018 #if 0
3019 /* This is sort of an error, but happens a lot when old players
3020 * join in with more stuff equipped than they are now allowed.
3021 */
3022 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3023 #endif
3024 retval |= CAN_APPLY_NEVER;
3025 }
3026 else
3027 {
3028 /* need to unapply something. However, if this something
3029 * is different than we had found before, it means they need
3030 * to apply multiple objects
3031 */
3032 retval |= CAN_APPLY_UNAPPLY;
3033
3034 if (!tmp)
3035 tmp = tmp1;
3036 else if (tmp != tmp1)
3037 retval |= CAN_APPLY_UNAPPLY_MULT;
3038
3039 /* This object isn't using up all the slots, so there must
3040 * be another. If so, and it the new item doesn't need all
3041 * the slots, the player then has a choice.
3042 */
3043 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3044 && abs (op->slot[i].info) < who->slot[i].info)
3045 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3046
3047 /* Does unequippint 'tmp1' free up enough slots for this to be
3048 * equipped? If not, there must be something else to unapply.
3049 */
3050 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3051 retval |= CAN_APPLY_UNAPPLY_MULT;
3052 }
3053 } /* if not enough free slots */
3054 } /* if this object uses location i */
3055 } /* for i -> num_body_locations loop */
3056
3057 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3058 * really be controlled by use of body locations. We do have
3059 * the weapon/shield checks, and the range checks for monsters,
3060 * because you can't control those just by body location - bows, shields,
3061 * and weapons all use the same slot. Similar for horn/rod/wand - they
3062 * all use the same location.
3063 */
3064 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3065 retval |= CAN_APPLY_RESTRICTION;
3066
3067 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3068 retval |= CAN_APPLY_RESTRICTION;
3069
3070 if (who->type != PLAYER)
3071 {
3072 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3073 retval |= CAN_APPLY_RESTRICTION;
3074
3075 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3076 retval |= CAN_APPLY_RESTRICTION;
3077
3078 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3079 retval |= CAN_APPLY_RESTRICTION;
3080
3081 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3082 retval |= CAN_APPLY_RESTRICTION;
3083 }
3084
3085 return retval;
3086 }
3087
3088 /**
3089 * who is the object using the object. It can be a monster.
3090 * op is the object they are using. op is an equipment type item,
3091 * eg, one which you put on and keep on for a while, and not something
3092 * like a potion or scroll.
3093 *
3094 * function returns 1 if the action could not be completed, 0 on
3095 * success. However, success is a matter of meaning - if the
3096 * user passes the 'apply' flag to an object already applied,
3097 * nothing is done, and 0 is returned.
3098 *
3099 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3100 * AP_UNAPPLY=always unapply).
3101 *
3102 * Optional flags:
3103 * AP_NO_MERGE: don't merge an unapplied object with other objects
3104 * AP_IGNORE_CURSE: unapply cursed items
3105 * AP_NO_READY: do not ready skills when applying skill tools
3106 *
3107 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3108 *
3109 * apply_special() doesn't check for unpaid items.
3110 */
3111
3112 #define LACK_ITEM_POWER \
3113 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3114
3115 int
3116 apply_special (object *who, object *op, int aflags)
3117 {
3118 int basic_flag = aflags & AP_BASIC_FLAGS;
3119 object *tmp, *tmp2, *skop = NULL;
3120
3121 if (who == NULL)
3122 {
3123 LOG (llevError, "apply_special() from object without environment.\n");
3124 return 1;
3125 }
3126
3127 if (op->env != who)
3128 return 1; /* op is not in inventory */
3129
3130 /* trying to unequip op */
3131 if (QUERY_FLAG (op, FLAG_APPLIED))
3132 {
3133 /* always apply, so no reason to unapply */
3134 if (basic_flag == AP_APPLY)
3135 return 0;
3136
3137 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3138 {
3139 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3140 return 1;
3141 }
3142
3143 return unapply_special (who, op, aflags);
3144 }
3145
3146 if (basic_flag == AP_UNAPPLY)
3147 return 0;
3148
3149 // if the item is combat/ranged, wield the relevant slot first
3150 // to resolve conflicts.
3151 if (player *pl = who->contr)
3152 switch (op->slottype ())
3153 {
3154 case slot_combat: who->change_weapon (pl->combat_ob); break;
3155 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3156 }
3157
3158 splay (op);
3159
3160 /* Can't just apply this object. Lets see what not and what to do */
3161 if (int i = can_apply_object (who, op))
3162 {
3163 if (i & CAN_APPLY_NEVER)
3164 {
3165 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3166 return 1;
3167 }
3168 else if (i & CAN_APPLY_RESTRICTION)
3169 {
3170 who->failmsg (format (
3171 "You have a prohibition against using a %s. "
3172 "H<Your belief, profession or class prevents you from applying this item.>",
3173 query_name (op)
3174 ));
3175 return 1;
3176 }
3177
3178 if (who->type != PLAYER)
3179 {
3180 /* Some error, so don't try to equip something more */
3181 if (unapply_for_ob (who, op, aflags))
3182 return 1;
3183 }
3184 else
3185 {
3186 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3187 {
3188 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3189 unapply_for_ob (who, op, AP_PRINT);
3190 return 1;
3191 }
3192 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3193 if (unapply_for_ob (who, op, aflags))
3194 return 1;
3195 }
3196 }
3197
3198 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3199 {
3200 skop = find_skill_by_name (who, op->skill);
3201
3202 if (!skop)
3203 {
3204 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3205 return 1;
3206 }
3207 else
3208 /* While experience will be credited properly, we want to change the
3209 * skill so that the dam and wc get updated
3210 */
3211 who->change_skill (skop);
3212 }
3213
3214 if (who->type == PLAYER
3215 && op->item_power
3216 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3217 {
3218 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3219 return 1;
3220 }
3221
3222 /* Ok. We are now at the state where we can apply the new object.
3223 * Note that we don't have the checks for can_use_...
3224 * below - that is already taken care of by can_apply_object.
3225 */
3226 if (op->nrof > 1)
3227 tmp = get_split_ob (op, op->nrof - 1);
3228 else
3229 tmp = 0;
3230
3231 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3232 return RESULT_INT (0);
3233
3234 switch (op->type)
3235 {
3236 case WEAPON:
3237 if (!check_weapon_power (who, op->last_eat))
3238 {
3239 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3240
3241 if (tmp)
3242 insert_ob_in_ob (tmp, who);
3243
3244 return 1;
3245 }
3246
3247 //TODO: this obviously fails for players using a shorter prefix
3248 // i.e. "R" can use Ragnarok's sword.
3249 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3250 {
3251 /* if the weapon does not have the name as the character, can't use it. */
3252 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3253 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3254
3255 if (tmp)
3256 insert_ob_in_ob (tmp, who);
3257
3258 return 1;
3259 }
3260
3261 if (!skop)
3262 {
3263 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3264 return 1;
3265 }
3266
3267 SET_FLAG (op, FLAG_APPLIED);
3268 who->change_skill (skop);
3269
3270 if (who->contr)
3271 who->change_weapon (who->contr->combat_ob = op);
3272
3273 who->statusmsg (format ("You wield %s.", query_name (op)));
3274
3275 SET_FLAG (who, FLAG_READY_WEAPON);
3276 change_abil (who, op);
3277 break;
3278
3279 case ARMOUR:
3280 case HELMET:
3281 case SHIELD:
3282 case BOOTS:
3283 case GLOVES:
3284 case GIRDLE:
3285 case BRACERS:
3286 case CLOAK:
3287 case RING:
3288 case AMULET:
3289 SET_FLAG (op, FLAG_APPLIED);
3290 who->statusmsg (format ("You wear %s.", query_name (op)));
3291 change_abil (who, op);
3292 break;
3293
3294 case LAMP:
3295 if (op->stats.food < 1)
3296 {
3297 who->failmsg (format (
3298 "Your %s is out of fuel! "
3299 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3300 &op->name
3301 ));
3302 return 1;
3303 }
3304
3305 who->statusmsg (format ("You turn on your %s.", &op->name));
3306
3307 tmp2 = arch_to_object (op->other_arch);
3308 tmp2->stats.food = op->stats.food;
3309 SET_FLAG (tmp2, FLAG_APPLIED);
3310
3311 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3312 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3313
3314 insert_ob_in_ob (tmp2, who);
3315
3316 /* Remove the old lantern */
3317 if (who->type == PLAYER)
3318 esrv_del_item (who->contr, op->count);
3319
3320 op->destroy ();
3321
3322 /* insert the portion that was split off */
3323 if (tmp)
3324 {
3325 insert_ob_in_ob (tmp, who);
3326 if (who->type == PLAYER)
3327 esrv_send_item (who, tmp);
3328 }
3329
3330 who->update_stats ();
3331
3332 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3333 if (who->type == PLAYER)
3334 {
3335 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3336 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3337 }
3338
3339 if (who->type == PLAYER)
3340 esrv_send_item (who, tmp2);
3341
3342 return 0;
3343
3344 case SKILL_TOOL:
3345 // applying a skill tool also readies the skill
3346 SET_FLAG (op, FLAG_APPLIED);
3347
3348 if (!(aflags & AP_NO_READY))
3349 {
3350 skop = find_skill_by_name (who, op->skill);
3351 if (!skop->flag [FLAG_APPLIED])
3352 apply_special (who, skop, AP_APPLY);
3353 }
3354 break;
3355
3356 case SKILL:
3357 if (player *pl = who->contr)
3358 {
3359 if (IS_COMBAT_SKILL (op->subtype))
3360 {
3361 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3362 {
3363 for (object *item = who->inv; item; item = item->below)
3364 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3365 {
3366 if (item->skill == op->skill)
3367 {
3368 who->change_weapon (pl->combat_ob = item);
3369 goto found_weapon;
3370 }
3371 }
3372
3373 who->failmsg (format (
3374 "You need to apply a '%s' melee weapon before readying this skill. "
3375 "H<Some skills need an item, in this case a melee weapon, to function.>",
3376 &op->skill
3377 ));
3378 return 1;
3379
3380 found_weapon:;
3381 }
3382 else
3383 who->change_weapon (pl->combat_ob = op);
3384 }
3385 else if (IS_RANGED_SKILL (op->subtype))
3386 {
3387 if (skill_flags [op->subtype] & SF_NEED_BOW)
3388 {
3389 for (object *item = who->inv; item; item = item->below)
3390 if (item->type == BOW && item->flag [FLAG_APPLIED])
3391 {
3392 //TODO: bows should/must all have skill missile weapon right now
3393 who->change_weapon (pl->ranged_ob = item);
3394 goto found_bow;
3395 }
3396
3397 who->failmsg (
3398 "You need to apply a missile weapon before readying this skill. "
3399 "H<Some skills need an item, in this case a missile weapon, to function.>"
3400 );
3401 return 1;
3402
3403 found_bow:;
3404 }
3405 else
3406 who->change_weapon (pl->ranged_ob = op);
3407 }
3408
3409 if (!op->invisible)
3410 {
3411 who->statusmsg (format (
3412 "You ready %s."
3413 "You can now use the skill: %s.",
3414 query_name (op),
3415 &op->skill
3416 ));
3417 }
3418 else
3419 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3420 }
3421 else
3422 {
3423 SET_FLAG (op, FLAG_APPLIED);
3424 change_abil (who, op);
3425 who->chosen_skill = op;
3426 SET_FLAG (who, FLAG_READY_SKILL);
3427 }
3428
3429 break;
3430
3431 case BOW:
3432 if (!check_weapon_power (who, op->last_eat))
3433 {
3434 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3435
3436 if (tmp)
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1;
3440 }
3441
3442 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3443 {
3444 who->failmsg ("The weapon does not recognize you as its owner. "
3445 "H<Its name indicates that it belongs to somebody else.>");
3446 if (tmp)
3447 insert_ob_in_ob (tmp, who);
3448
3449 return 1;
3450 }
3451
3452 /*FALLTHROUGH*/
3453 case WAND:
3454 case ROD:
3455 case HORN:
3456 /* check for skill, alter player status */
3457
3458 if (!skop)
3459 {
3460 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3461 return 1;
3462 }
3463
3464 SET_FLAG (op, FLAG_APPLIED);
3465 who->change_skill (skop);
3466
3467 if (who->contr)
3468 {
3469 who->contr->ranged_ob = op;
3470
3471 who->statusmsg (format ("You ready %s.", query_name (op)));
3472
3473 if (op->type == BOW)
3474 {
3475 who->current_weapon = op;
3476 change_abil (who, op);
3477 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3478 }
3479 }
3480 else
3481 {
3482 if (op->type == BOW)
3483 SET_FLAG (who, FLAG_READY_BOW);
3484 else
3485 SET_FLAG (who, FLAG_READY_RANGE);
3486 }
3487
3488 break;
3489
3490 case BUILDER:
3491 if (who->type == PLAYER)
3492 {
3493 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3494 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3495 unapply_special (who, who->contr->ranged_ob, 0);
3496
3497 who->statusmsg (format ("You ready your %s.", query_name (op)));
3498
3499 who->contr->ranged_ob = op;
3500 }
3501 break;
3502
3503 default:
3504 who->statusmsg (format ("You apply %s.", query_name (op)));
3505 }
3506
3507 SET_FLAG (op, FLAG_APPLIED);
3508
3509 if (tmp)
3510 tmp = insert_ob_in_ob (tmp, who);
3511
3512 who->update_stats ();
3513
3514 /* We exclude spell casting objects. The fire code will set the
3515 * been applied flag when they are used - until that point,
3516 * you don't know anything about them.
3517 */
3518 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3519 SET_FLAG (op, FLAG_BEEN_APPLIED);
3520
3521 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3522 if (who->type == PLAYER)
3523 {
3524 who->failmsg (
3525 "Oops, it feels deadly cold! "
3526 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3527 );
3528 SET_FLAG (op, FLAG_KNOWN_CURSED);
3529 }
3530
3531 if (who->type == PLAYER)
3532 {
3533 /* if multiple objects were applied, update both slots */
3534 if (tmp)
3535 esrv_send_item (who, tmp);
3536
3537 esrv_send_item (who, op);
3538 }
3539
3540 return 0;
3541 }
3542
3543 int
3544 monster_apply_special (object *who, object *op, int aflags)
3545 {
3546 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3547 return 1;
3548
3549 return apply_special (who, op, aflags);
3550 }
3551
3552 /**
3553 * Map was just loaded, handle op's initialisation.
3554 *
3555 * Generates shop floor's item, and treasures.
3556 */
3557 int
3558 auto_apply (object *op)
3559 {
3560 object *tmp = NULL, *tmp2;
3561 int i;
3562
3563 switch (op->type)
3564 {
3565 case SHOP_FLOOR:
3566 if (!op->has_random_items ())
3567 return 0;
3568
3569 do
3570 {
3571 i = 10; /* let's give it 10 tries */
3572 while ((tmp = generate_treasure (op->randomitems,
3573 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3574 if (tmp == NULL)
3575 return 0;
3576 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3577 {
3578 tmp->destroy ();
3579 tmp = NULL;
3580 }
3581 }
3582 while (!tmp);
3583
3584 tmp->x = op->x;
3585 tmp->y = op->y;
3586 SET_FLAG (tmp, FLAG_UNPAID);
3587 insert_ob_in_map (tmp, op->map, NULL, 0);
3588 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3589 identify (tmp);
3590 break;
3591
3592 case TREASURE:
3593 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3594 return 0;
3595
3596 while (op->stats.hp-- > 0)
3597 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3598 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3599
3600 /* If we generated an object and put it in this object inventory,
3601 * move it to the parent object as the current object is about
3602 * to disappear. An example of this item is the random_* stuff
3603 * that is put inside other objects.
3604 */
3605 for (tmp = op->inv; tmp; tmp = tmp2)
3606 {
3607 tmp2 = tmp->below;
3608 tmp->remove ();
3609
3610 if (op->env)
3611 insert_ob_in_ob (tmp, op->env);
3612 else
3613 tmp->destroy ();
3614 }
3615
3616 op->destroy ();
3617 break;
3618 }
3619 return tmp ? 1 : 0;
3620 }
3621
3622 /**
3623 * fix_auto_apply goes through the entire map every time a map
3624 * is loaded or swapped in and performs special actions for
3625 * certain objects (most initialization of chests and creation of
3626 * treasures and stuff). Calls auto_apply if appropriate.
3627 */
3628 void
3629 maptile::fix_auto_apply ()
3630 {
3631 if (!spaces)
3632 return;
3633
3634 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3635 for (object *tmp = ms->bot; tmp; )
3636 {
3637 object *above = tmp->above;
3638
3639 if (tmp->inv)
3640 {
3641 object *invtmp, *invnext;
3642
3643 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3644 {
3645 invnext = invtmp->below;
3646
3647 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3648 auto_apply (invtmp);
3649 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3650 {
3651 while ((invtmp->stats.hp--) > 0)
3652 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3653
3654 invtmp->randomitems = NULL;
3655 }
3656 else if (invtmp && invtmp->arch
3657 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3658 {
3659 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3660 /* Need to clear this so that we never try to create
3661 * treasure again for this object
3662 */
3663 invtmp->randomitems = NULL;
3664 }
3665 }
3666 /* This is really temporary - the code at the bottom will
3667 * also set randomitems to null. The problem is there are bunches
3668 * of maps/players already out there with items that have spells
3669 * which haven't had the randomitems set to null yet.
3670 * MSW 2004-05-13
3671 *
3672 * And if it's a spellbook, it's better to set randomitems to NULL too,
3673 * else you get two spells in the book ^_-
3674 * Ryo 2004-08-16
3675 */
3676 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3677 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3678 tmp->randomitems = NULL;
3679
3680 }
3681
3682 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3683 auto_apply (tmp);
3684 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3685 {
3686 while ((tmp->stats.hp--) > 0)
3687 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3688 tmp->randomitems = NULL;
3689 }
3690 else if (tmp->type == TIMED_GATE)
3691 {
3692 object *head = tmp->head != NULL ? tmp->head : tmp;
3693
3694 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3695 tmp->set_speed (0);
3696 }
3697 /* This function can be called everytime a map is loaded, even when
3698 * swapping back in. As such, we don't want to create the treasure
3699 * over and ove again, so after we generate the treasure, blank out
3700 * randomitems so if it is swapped in again, it won't make anything.
3701 * This is a problem for the above objects, because they have counters
3702 * which say how many times to make the treasure.
3703 */
3704 else if (tmp && tmp->arch && tmp->type != PLAYER
3705 && tmp->type != TREASURE && tmp->type != SPELL
3706 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3707 {
3708 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3709 tmp->randomitems = NULL;
3710 }
3711
3712 // close all containers
3713 else if (tmp->type == CONTAINER)
3714 tmp->flag [FLAG_APPLIED] = 0;
3715
3716 tmp = above;
3717 }
3718
3719 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3720 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3721 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3722 check_trigger (tmp, tmp->above);
3723 }
3724
3725 /**
3726 * Handles player eating food that temporarily changes status (resistances, stats).
3727 * This used to call cast_change_attr(), but
3728 * that doesn't work with the new spell code. Since we know what
3729 * the food changes, just grab a force and use that instead.
3730 */
3731 void
3732 eat_special_food (object *who, object *food)
3733 {
3734 object *force;
3735 int i, did_one = 0;
3736
3737 force = get_archetype (FORCE_NAME);
3738
3739 for (i = 0; i < NUM_STATS; i++)
3740 if (sint8 k = food->stats.stat (i))
3741 {
3742 force->stats.stat (i) = k;
3743 did_one = 1;
3744 }
3745
3746 /* check if we can protect the eater */
3747 for (i = 0; i < NROFATTACKS; i++)
3748 {
3749 if (food->resist[i] > 0)
3750 {
3751 force->resist[i] = food->resist[i] / 2;
3752 did_one = 1;
3753 }
3754 }
3755
3756 if (did_one)
3757 {
3758 force->set_speed (0.1);
3759 /* bigger morsel of food = longer effect time */
3760 force->duration = food->stats.food / 5;
3761 SET_FLAG (force, FLAG_APPLIED);
3762 change_abil (who, force);
3763 insert_ob_in_ob (force, who);
3764 }
3765 else
3766 force->destroy ();
3767
3768 /* check for hp, sp change */
3769 if (food->stats.hp != 0)
3770 {
3771 if (QUERY_FLAG (food, FLAG_CURSED))
3772 {
3773 assign (who->contr->killer, food->name);
3774 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3775 who->failmsg ("Eck!...that was poisonous!");
3776 }
3777 else
3778 {
3779 if (food->stats.hp > 0)
3780 who->statusmsg ("You begin to feel better.");
3781 else
3782 who->failmsg ("Eck!...that was poisonous!");
3783
3784 who->stats.hp += food->stats.hp;
3785 }
3786 }
3787 if (food->stats.sp != 0)
3788 {
3789 if (QUERY_FLAG (food, FLAG_CURSED))
3790 {
3791 who->failmsg ("You are drained of mana!");
3792 who->stats.sp -= food->stats.sp;
3793 if (who->stats.sp < 0)
3794 who->stats.sp = 0;
3795 }
3796 else
3797 {
3798 who->statusmsg ("You feel a rush of magical energy!");
3799 who->stats.sp += food->stats.sp;
3800 /* place limit on max sp from food? */
3801 }
3802 }
3803
3804 who->update_stats ();
3805 }
3806
3807 /**
3808 * Designed primarily to light torches/lanterns/etc.
3809 * Also burns up burnable material too. First object in the inventory is
3810 * the selected object to "burn". -b.t.
3811 */
3812 void
3813 apply_lighter (object *who, object *lighter)
3814 {
3815 object *item;
3816 int is_player_env = 0;
3817
3818 item = find_marked_object (who);
3819 if (item)
3820 {
3821 if (lighter->last_eat && lighter->stats.food)
3822 { /* lighter gets used up */
3823 /* Split multiple lighters if they're being used up. Otherwise *
3824 * one charge from each would be used up. --DAMN */
3825 if (lighter->nrof > 1)
3826 {
3827 object *oneLighter = lighter->clone ();
3828
3829 lighter->nrof -= 1;
3830 oneLighter->nrof = 1;
3831 oneLighter->stats.food--;
3832 esrv_send_item (who, lighter);
3833 oneLighter = insert_ob_in_ob (oneLighter, who);
3834 esrv_send_item (who, oneLighter);
3835 }
3836 else
3837 lighter->stats.food--;
3838 }
3839 else if (lighter->last_eat)
3840 {
3841 /* no charges left in lighter */
3842 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3843 return;
3844 }
3845
3846 /* Perhaps we should split what we are trying to light on fire?
3847 * I can't see many times when you would want to light multiple
3848 * objects at once.
3849 */
3850
3851 if (who == item->in_player ())
3852 is_player_env = 1;
3853
3854 save_throw_object (item, AT_FIRE, who);
3855
3856 if (item->destroyed ())
3857 {
3858 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3859 /* Need to update the player so that the players glow radius
3860 * gets changed.
3861 */
3862 if (is_player_env)
3863 who->update_stats ();
3864 }
3865 else
3866 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3867 }
3868 else
3869 who->failmsg ("You need to mark a lightable object.");
3870 }
3871
3872 /**
3873 * op made some mistake with a scroll, this takes care of punishment.
3874 * scroll_failure()- hacked directly from spell_failure
3875 */
3876 void
3877 scroll_failure (object *op, int failure, int power)
3878 {
3879 if (abs (failure / 4) > power)
3880 power = abs (failure / 4); /* set minimum effect */
3881
3882 if (failure <= -1 && failure > -15)
3883 { /* wonder */
3884 object *tmp;
3885
3886 op->failmsg ("Your spell warps!");
3887 tmp = get_archetype (SPELL_WONDER);
3888 cast_wonder (op, op, 0, tmp);
3889 tmp->destroy ();
3890 }
3891 else if (failure <= -15 && failure > -35)
3892 { /* drain mana */
3893 op->failmsg ("Your mana is drained!");
3894 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3895 if (op->stats.sp < 0)
3896 op->stats.sp = 0;
3897 }
3898 else if (settings.spell_failure_effects == TRUE)
3899 {
3900 if (failure <= -35 && failure > -60)
3901 { /* confusion */
3902 op->failmsg ("The magic recoils on you!");
3903 confuse_player (op, op, power);
3904 }
3905 else if (failure <= -60 && failure > -70)
3906 { /* paralysis */
3907 op->failmsg ("The magic recoils and paralyzes you!");
3908 paralyze_player (op, op, power);
3909 }
3910 else if (failure <= -70 && failure > -80)
3911 { /* blind */
3912 op->failmsg ("The magic recoils on you!");
3913 blind_player (op, op, power);
3914 }
3915 else if (failure <= -80)
3916 { /* blast the immediate area */
3917 object *tmp = get_archetype (LOOSE_MANA);
3918 cast_magic_storm (op, tmp, power);
3919 op->failmsg ("You unleash uncontrolled mana!");
3920 tmp->destroy ();
3921 }
3922 }
3923 }
3924
3925 void
3926 apply_changes_to_player (object *pl, object *change)
3927 {
3928 int excess_stat = 0; /* if the stat goes over the maximum
3929 for the race, put the excess stat some
3930 where else. */
3931
3932 switch (change->type)
3933 {
3934 case CLASS:
3935 {
3936 living *stats = &(pl->contr->orig_stats);
3937 living *ns = &(change->stats);
3938 object *walk;
3939 int flag_change_face = 1;
3940
3941 /* the following code assigns stats up to the stat max
3942 * for the race, and if the stat max is exceeded,
3943 * tries to randomly reassign the excess stat
3944 */
3945 int i, j;
3946
3947 for (i = 0; i < NUM_STATS; i++)
3948 {
3949 int race_bonus = pl->arch->stats.stat (i);
3950 sint8 stat = stats->stat (i) + ns->stat (i);
3951
3952 if (stat > 20 + race_bonus)
3953 {
3954 excess_stat++;
3955 stat = 20 + race_bonus;
3956 }
3957
3958 stats->stat (i) = stat;
3959 }
3960
3961 for (j = 0; excess_stat > 0 && j < 100; j++)
3962 { /* try 100 times to assign excess stats */
3963 int i = rndm (0, 6);
3964
3965 if (i == CHA)
3966 continue; /* exclude cha from this */
3967
3968 int stat = stats->stat (i);
3969 int race_bonus = pl->arch->stats.stat (i);
3970 if (stat < 20 + race_bonus)
3971 {
3972 change_attr_value (stats, i, 1);
3973 excess_stat--;
3974 }
3975 }
3976
3977 /* insert the randomitems from the change's treasurelist into
3978 * the player ref: player.c
3979 */
3980 if (change->randomitems != NULL)
3981 give_initial_items (pl, change->randomitems);
3982
3983 /* set up the face, for some races. */
3984
3985 /* first, look for the force object banning
3986 * changing the face. Certain races never change face with class.
3987 */
3988 for (walk = pl->inv; walk != NULL; walk = walk->below)
3989 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3990 flag_change_face = 0;
3991
3992 if (flag_change_face)
3993 {
3994 pl->animation_id = GET_ANIM_ID (change);
3995 pl->face = change->face;
3996
3997 if (QUERY_FLAG (change, FLAG_ANIMATE))
3998 SET_FLAG (pl, FLAG_ANIMATE);
3999 else
4000 CLEAR_FLAG (pl, FLAG_ANIMATE);
4001 }
4002
4003 /* check the special case of can't use weapons */
4004 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4005 if (!strcmp (change->name, "monk"))
4006 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4007
4008 break;
4009 }
4010 }
4011 }
4012
4013 /**
4014 * This handles items of type 'transformer'.
4015 * Basically those items, used with a marked item, transform both items into something
4016 * else.
4017 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4018 * Change information is contained in the 'slaying' field of the marked item.
4019 * The format is as follow: transformer:[number ]yield[;transformer:...].
4020 * This way an item can be transformed in many things, and/or many objects.
4021 * The 'slaying' field for transformer is used as verb for the action.
4022 */
4023 void
4024 apply_item_transformer (object *pl, object *transformer)
4025 {
4026 object *marked;
4027 object *new_item;
4028 char *find;
4029 char *separator;
4030 int yield;
4031 char got[MAX_BUF];
4032 int len;
4033
4034 if (!pl || !transformer)
4035 return;
4036
4037 marked = find_marked_object (pl);
4038
4039 if (!marked)
4040 {
4041 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4042 return;
4043 }
4044
4045 if (!marked->slaying)
4046 {
4047 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4048 return;
4049 }
4050
4051 /* check whether they are compatible or not */
4052 find = strstr (marked->slaying, transformer->arch->archname);
4053 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4054 {
4055 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4056 return;
4057 }
4058
4059 find += strlen (transformer->arch->archname) + 1;
4060 /* Item can be used, now find how many and what it yields */
4061 if (isdigit (*(find)))
4062 {
4063 yield = atoi (find);
4064 if (yield < 1)
4065 {
4066 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4067 yield = 1;
4068 }
4069 }
4070 else
4071 yield = 1;
4072
4073 while (isdigit (*find))
4074 find++;
4075
4076 while (*find == ' ')
4077 find++;
4078
4079 memset (got, 0, MAX_BUF);
4080
4081 if ((separator = strchr (find, ';')) != NULL)
4082 len = separator - find;
4083 else
4084 len = strlen (find);
4085
4086 if (len > MAX_BUF - 1)
4087 len = MAX_BUF - 1;
4088
4089 strcpy (got, find);
4090 got[len] = '\0';
4091
4092 /* Now create new item, remove used ones when required. */
4093 new_item = get_archetype (got);
4094 if (!new_item)
4095 {
4096 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4097 return;
4098 }
4099
4100 new_item->nrof = yield;
4101
4102 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4103
4104 insert_ob_in_ob (new_item, pl);
4105 esrv_send_inventory (pl, pl);
4106 /* Eat up one item */
4107 decrease_ob_nr (marked, 1);
4108
4109 /* Eat one transformer if needed */
4110 if (transformer->stats.food)
4111 if (--transformer->stats.food == 0)
4112 decrease_ob_nr (transformer, 1);
4113 }
4114