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Revision: 1.135
Committed: Sat Oct 20 05:10:29 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.134: +4 -1 lines
Log Message:
also sound for autoapply signs

File Contents

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