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Revision: 1.144
Committed: Mon Apr 21 06:35:26 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.143: +26 -26 lines
Log Message:
refactor decrease_ob* into ->decrease method.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 dynbuf_text buf;
98
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
141 }
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 }
149
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 tmp->decrease ();
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 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 tmp->decrease ();
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 tmp->decrease ();
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 tmp->decrease ();
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 tmp->decrease ();
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 op->decrease ();
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 op->decrease (nrof);
474 return;
475 }
476 else
477 {
478 op->decrease (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 improver->decrease ();
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 improver->decrease ();
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 improver->decrease ();
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 improver->decrease ();
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 improver->decrease ();
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
842 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
843 * etc), so take the easy way out and don't worry about it.
844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
845 * of gnarg and what not?)
846 */
847 if (armour->title)
848 {
849 op->failmsg ("This armour will not accept further enchantment.");
850 return 0;
851 }
852
853 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge.
855 */
856 if (armour->nrof > 1)
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860
861 armour->magic++;
862
863 if (!settings.armor_speed_linear)
864 {
865 int base = 100;
866 int pow = 0;
867
868 while (pow < armour->magic)
869 {
870 base = base - (base * settings.armor_speed_improvement) / 100;
871 pow++;
872 }
873
874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
875 }
876 else
877 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
878
879 if (!settings.armor_weight_linear)
880 {
881 int base = 100;
882 int pow = 0;
883
884 while (pow < armour->magic)
885 {
886 base = base - (base * settings.armor_weight_reduction) / 100;
887 pow++;
888 }
889
890 armour->weight = (armour->arch->weight * base) / 100;
891 }
892 else
893 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
894
895 if (armour->weight <= 0)
896 {
897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
898 armour->weight = 1;
899 }
900
901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
902
903 if (op->type == PLAYER)
904 {
905 esrv_send_item (op, armour);
906 if (QUERY_FLAG (armour, FLAG_APPLIED))
907 op->update_stats ();
908 }
909
910 improver->decrease ();
911
912 if (tmp)
913 {
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917
918 return 1;
919 }
920
921 /*
922 * convert_item() returns 1 if anything was converted, 0 if the item was not
923 * what the converter wants, -1 if the converter is broken.
924 *
925 * Takes one type of items and makes another.
926 * converter is the object that is doing the conversion.
927 * item is the object that triggered the converter - if it is not
928 * what the converter wants, this will not do anything.
929 */
930 static int
931 convert_item (object *item, object *converter)
932 {
933 sint64 nr, price_in;
934
935 if (item->flag [FLAG_UNPAID])
936 return 0;
937
938 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp;
942
943 /* We make some assumptions - we assume if it takes money as it type,
944 * it wants some amount. We don't make change (ie, if something costs
945 * 3 gp and player drops a platinum, tough luck)
946 */
947 if (conv_from == shstr_money)
948 {
949 if (item->type != MONEY)
950 return 0;
951
952 nr = sint64 (item->nrof) * item->value / need;
953 if (!nr)
954 return 0;
955
956 converter->play_sound (sound_find ("shop_buy"));
957
958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
960 item->decrease (cost);
961
962 price_in = cost * item->value;
963 }
964 else
965 {
966 if (item->type == PLAYER
967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
969 return 0;
970
971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
974 {
975 nr = sint64 (item->nrof) / need;
976 item->decrease (nr * need);
977 price_in = nr * need * item->value;
978 }
979 else
980 {
981 price_in = item->value;
982 item->destroy ();
983 }
984 }
985
986 if (converter->inv)
987 {
988 object *ob;
989 int i;
990 object *ob_to_copy;
991
992 /* select random object from inventory to copy */
993 ob_to_copy = converter->inv;
994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995 if (rndm (0, i) == 0)
996 ob_to_copy = ob;
997
998 item = object_create_clone (ob_to_copy);
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 }
1002 else
1003 {
1004 if (!conv_to)
1005 {
1006 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y);
1008 return -1;
1009 }
1010
1011 item = object_create_arch (conv_to);
1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1013 }
1014
1015 if (give)
1016 item->nrof = give;
1017
1018 if (nr)
1019 item->nrof *= nr;
1020
1021 if (is_in_shop (converter))
1022 SET_FLAG (item, FLAG_UNPAID);
1023 else if (price_in < sint64 (item->nrof) * item->value)
1024 {
1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 /**
1028 * elmex: we are going to let the game continue, as the mapcreator
1029 * hopefully had something in mind when doing this.
1030 */
1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035 return 1;
1036 }
1037
1038 /**
1039 * Handle apply on containers.
1040 * By Eneq(@csd.uu.se).
1041 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1042 * added the alchemical cauldron to the code -b.t.
1043 */
1044 int
1045 apply_container (object *op, object *sack)
1046 {
1047 if (op->type != PLAYER || !op->contr->ns)
1048 return 0; /* This might change */
1049
1050 if (!sack || sack->type != CONTAINER)
1051 {
1052 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1053 return 0;
1054 }
1055
1056 op->contr->last_used = 0;
1057
1058 if (sack->env && sack->env != op)
1059 {
1060 op->failmsg ("You must put it onto the floor or into your inventory first.");
1061 return 1;
1062 }
1063
1064 // already applied == open on ground, or open in inv, or active in inv
1065 if (sack->flag [FLAG_APPLIED])
1066 {
1067 if (op->container == sack)
1068 {
1069 // open on ground or inv, so close
1070 op->close_container ();
1071 return 1;
1072 }
1073 else if (!sack->env)
1074 {
1075 // active, but not ours: some other player has opened it
1076 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1077 return 1;
1078 }
1079
1080 // fall through to opening it (active in inv)
1081 }
1082 else if (sack->env)
1083 {
1084 // it is in our env, so activate it, do not open yet
1085 op->close_container ();
1086 sack->flag [FLAG_APPLIED] = 1;
1087 esrv_update_item (UPD_FLAGS, op, sack);
1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1089 return 1;
1090 }
1091
1092 // it's locked?
1093 if (sack->slaying)
1094 {
1095 if (object *tmp = find_key (op, op, sack))
1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1097 else
1098 {
1099 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1100 return 1;
1101 }
1102 }
1103
1104 op->open_container (sack);
1105
1106 return 1;
1107 }
1108
1109 /**
1110 * Handles dropping things on altar.
1111 * Returns true if sacrifice was accepted.
1112 */
1113 static int
1114 apply_altar (object *altar, object *sacrifice, object *originator)
1115 {
1116 /* Only players can make sacrifices on spell casting altars. */
1117 if (altar->inv && (!originator || originator->type != PLAYER))
1118 return 0;
1119
1120 if (operate_altar (altar, &sacrifice))
1121 {
1122 /* Simple check. Unfortunately, it means you can't cast magic bullet
1123 * with an altar. We call it a Potion - altars are stationary - it
1124 * is up to map designers to use them properly.
1125 */
1126 if (altar->inv && altar->inv->type == SPELL)
1127 {
1128 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1130 /* If it is connected, push the button. Fixes some problems with
1131 * old maps.
1132 */
1133
1134 /* push_button (altar);*/
1135 }
1136 else
1137 {
1138 altar->value = 1; /* works only once */
1139 push_button (altar);
1140 }
1141
1142 return !sacrifice;
1143 }
1144 else
1145 return 0;
1146 }
1147
1148 /**
1149 * Handles 'movement' of shop mats.
1150 * Returns 1 if 'op' was destroyed, 0 if not.
1151 * Largely re-written to not use nearly as many gotos, plus
1152 * some of this code just looked plain out of date.
1153 * MSW 2001-08-29
1154 */
1155 int
1156 apply_shop_mat (object *shop_mat, object *op)
1157 {
1158 int rv = 0;
1159 double opinion;
1160 object *tmp, *next;
1161
1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1163
1164 bool has_unpaid = false;
1165
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1167 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID])
1170 {
1171 has_unpaid = true;
1172 break;
1173 }
1174
1175 if (op->type != PLAYER)
1176 {
1177 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in
1179 * the shop.
1180 */
1181 for (tmp = op->inv; tmp; tmp = next)
1182 {
1183 next = tmp->below;
1184
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 {
1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188
1189 tmp->remove ();
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 }
1199 }
1200
1201 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK))
1203 return 0;
1204
1205 /* unpaid objects, or non living objects, can't transfer by
1206 * shop mats. Instead, put it on a nearby space.
1207 */
1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1209 {
1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1212
1213 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215
1216 return 0;
1217 }
1218 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine.
1220 */
1221 rv = teleport (shop_mat, SHOP_MAT, op);
1222 }
1223 else if (can_pay (op) && get_payment (op))
1224 {
1225 /* this is only used for players */
1226 rv = teleport (shop_mat, SHOP_MAT, op);
1227
1228 if (has_unpaid)
1229 op->contr->play_sound (sound_find ("shop_buy"));
1230 else if (is_in_shop (op))
1231 op->contr->play_sound (sound_find ("shop_enter"));
1232 else
1233 op->contr->play_sound (sound_find ("shop_leave"));
1234
1235 if (shop_mat->msg)
1236 op->statusmsg (shop_mat->msg);
1237 /* This check below is a bit simplistic - generally it should be correct,
1238 * but there is never a guarantee that the bottom space on the map is
1239 * actually the shop floor.
1240 */
1241 else if (!rv && !is_in_shop (op))
1242 {
1243 opinion = shopkeeper_approval (op->map, op);
1244
1245 op->statusmsg (
1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1249 : "The shopkeeper glares at you with contempt."
1250 );
1251 }
1252 }
1253 else
1254 {
1255 /* if we get here, a player tried to leave a shop but was not able
1256 * to afford the items he has. We try to move the player so that
1257 * they are not on the mat anymore
1258 */
1259 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1260
1261 if (i == -1)
1262 LOG (llevError, "Internal shop-mat problem.\n");
1263 else
1264 {
1265 op->remove ();
1266 op->x += freearr_x[i];
1267 op->y += freearr_y[i];
1268 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1269 }
1270 }
1271
1272 CLEAR_FLAG (op, FLAG_NO_APPLY);
1273 return rv;
1274 }
1275
1276 /**
1277 * Handles applying a sign.
1278 */
1279 static void
1280 apply_sign (object *op, object *sign, int autoapply)
1281 {
1282 readable_message_type *msgType;
1283
1284 if (!sign->msg)
1285 {
1286 op->statusmsg ("Nothing is written on it.");
1287 return;
1288 }
1289
1290 if (sign->stats.food)
1291 {
1292 if (sign->last_eat >= sign->stats.food)
1293 {
1294 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore.");
1296
1297 return;
1298 }
1299
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1301 sign->last_eat++;
1302 }
1303
1304 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1305 * No way to know for sure. The presumption is basically that if
1306 * move_on is zero, it needs to be manually applied (doesn't talk
1307 * to us).
1308 */
1309 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1310 {
1311 op->failmsg ("You are unable to read while blind!");
1312 return;
1313 }
1314
1315 if (op->contr)
1316 if (client *ns = op->contr->ns)
1317 {
1318 if (sign->sound)
1319 ns->play_sound (sign->sound);
1320 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice"));
1322
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 }
1332 }
1333
1334 /**
1335 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap'
1337 * effect is determined by move_on/move_off of trap and move_type of victime.
1338 *
1339 * originator: Player, monster or other object that caused 'victim' to move
1340 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1341 * However, some types of traps require an originator to function.
1342 */
1343 void
1344 move_apply (object *trap, object *victim, object *originator)
1345 {
1346 static int recursion_depth = 0;
1347
1348 /* Only exits affect DMs. */
1349 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1350 return;
1351
1352 /* move_apply() is the most likely candidate for causing unwanted and
1353 * possibly unlimited recursion.
1354 */
1355 /* The following was changed because it was causing perfeclty correct
1356 * maps to fail. 1) it's not an error to recurse:
1357 * rune detonates, summoning monster. monster lands on nearby rune.
1358 * nearby rune detonates. This sort of recursion is expected and
1359 * proper. This code was causing needless crashes.
1360 */
1361 if (recursion_depth >= 500)
1362 {
1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1364 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1365 return;
1366 }
1367
1368 recursion_depth++;
1369 if (trap->head)
1370 trap = trap->head;
1371
1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1373 goto leave;
1374
1375 switch (trap->type)
1376 {
1377 case PLAYERMOVER:
1378 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1379 {
1380 if (!trap->stats.maxsp)
1381 trap->stats.maxsp = 2;
1382
1383 /* Is this correct? From the docs, it doesn't look like it
1384 * should be divided by trap->speed
1385 */
1386 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1387
1388 /* Just put in some sanity check. I think there is a bug in the
1389 * above with some objects have zero speed, and thus the player
1390 * getting permanently paralyzed.
1391 */
1392 if (victim->speed_left < -50.f)
1393 victim->speed_left = -50.f;
1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395 }
1396 goto leave;
1397
1398 case SPINNER:
1399 if (victim->direction)
1400 {
1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1402 update_turn_face (victim);
1403 }
1404 goto leave;
1405
1406 case DIRECTOR:
1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1409 victim->direction = trap->stats.sp;
1410 update_turn_face (victim);
1411 }
1412 goto leave;
1413
1414 case BUTTON:
1415 case PEDESTAL:
1416 update_button (trap);
1417 goto leave;
1418
1419 case ALTAR:
1420 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator);
1422 goto leave;
1423
1424 case THROWN_OBJ:
1425 if (trap->inv == NULL)
1426 goto leave;
1427 /* fallthrough */
1428
1429 case ARROW:
1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1431 * trigger this here and get hit by own missile - and will be own enemy.
1432 * Victim then is his own enemy and will start to kill herself (this is
1433 * removed) but we have not synced victim and his missile. To avoid senseless
1434 * action, we avoid hits here
1435 */
1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437 hit_with_arrow (trap, victim);
1438 goto leave;
1439
1440 case SPELL_EFFECT:
1441 apply_spell_effect (trap, victim);
1442 goto leave;
1443
1444 case TRAPDOOR:
1445 {
1446 int max, sound_was_played;
1447 object *ab, *ab_next;
1448
1449 if (!trap->value)
1450 {
1451 int tot;
1452
1453 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += ab->head_ ()->total_weight ();
1456
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave;
1459
1460 SET_ANIMATION (trap, trap->value);
1461 update_object (trap, UP_OBJ_FACE);
1462 }
1463
1464 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1465 {
1466 /* need to set this up, since if we do transfer the object,
1467 * ab->above would be bogus
1468 */
1469 ab_next = ab->above;
1470
1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1472 {
1473 if (!sound_was_played)
1474 {
1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1476 sound_was_played = 1;
1477 }
1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1481 }
1482 }
1483 goto leave;
1484 }
1485
1486 case CONVERTER:
1487 if (convert_item (victim, trap) < 0)
1488 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap);
1491 }
1492
1493 goto leave;
1494
1495 case TRIGGER_BUTTON:
1496 case TRIGGER_PEDESTAL:
1497 case TRIGGER_ALTAR:
1498 check_trigger (trap, victim);
1499 goto leave;
1500
1501 case DEEP_SWAMP:
1502 walk_on_deep_swamp (trap, victim);
1503 goto leave;
1504
1505 case CHECK_INV:
1506 check_inv (victim, trap);
1507 goto leave;
1508
1509 case HOLE:
1510 /* Hole not open? */
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER:
1540 /* may be some leftovers on this */
1541 goto leave;
1542
1543 case SHOP_MAT:
1544 apply_shop_mat (trap, victim);
1545 goto leave;
1546
1547 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator);
1550 goto leave;
1551
1552 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */
1555
1556 apply_sign (victim, trap, 1);
1557 goto leave;
1558
1559 case CONTAINER:
1560 apply_container (victim, trap);
1561 goto leave;
1562
1563 case RUNE:
1564 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim);
1567 goto leave;
1568
1569 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave;
1573 }
1574
1575 leave:
1576 recursion_depth--;
1577 }
1578
1579 /**
1580 * Handles reading a regular (ie not containing a spell) book.
1581 */
1582 static void
1583 apply_book (object *op, object *tmp)
1584 {
1585 int lev_diff;
1586 object *skill_ob;
1587
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 {
1590 op->failmsg ("You are unable to read while blind!");
1591 return;
1592 }
1593
1594 if (!tmp->msg)
1595 {
1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1597 return;
1598 }
1599
1600 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob)
1603 {
1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1605 return;
1606 }
1607
1608 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 {
1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension.");
1617 return;
1618 }
1619
1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631
1632 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1639 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641
1642 /* If in a container, update how it looks */
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 }
1648
1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 }
1652 }
1653
1654 /**
1655 * Handles the applying of a skill scroll, calling learn_skill straight.
1656 * op is the person learning the skill, tmp is the skill scroll object
1657 */
1658 static void
1659 apply_skillscroll (object *op, object *tmp)
1660 {
1661 switch (learn_skill (op, tmp))
1662 {
1663 case 0:
1664 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break;
1667
1668 case 1:
1669 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break;
1673
1674 default:
1675 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break;
1679 }
1680 }
1681
1682 /**
1683 * Actually makes op learn spell.
1684 * Informs player of what happens.
1685 */
1686 void
1687 do_learn_spell (object *op, object *spell, int special_prayer)
1688 {
1689 object *tmp;
1690
1691 if (op->type != PLAYER)
1692 {
1693 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694 return;
1695 }
1696
1697 /* Upgrade special prayers to normal prayers */
1698 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699 {
1700 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701 {
1702 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703 return;
1704 }
1705 return;
1706 }
1707
1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1710 tmp = spell->clone ();
1711 insert_ob_in_ob (tmp, op);
1712
1713 if (special_prayer)
1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715
1716 esrv_add_spells (op->contr, tmp);
1717 }
1718
1719 /**
1720 * Erases spell from player's inventory.
1721 */
1722 void
1723 do_forget_spell (object *op, const char *spell)
1724 {
1725 object *spob;
1726
1727 if (op->type != PLAYER)
1728 {
1729 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730 return;
1731 }
1732 if ((spob = check_spell_known (op, spell)) == NULL)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735 return;
1736 }
1737
1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 player_unready_range_ob (op->contr, spob);
1740 esrv_remove_spell (op->contr, spob);
1741 spob->destroy ();
1742 }
1743
1744 /**
1745 * Handles player applying a spellbook.
1746 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747 * stuff like that. Random learning failure too.
1748 */
1749 static void
1750 apply_spellbook (object *op, object *tmp)
1751 {
1752 object *skop, *spell, *spell_skill;
1753
1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755 {
1756 op->failmsg ("You are unable to read while blind.");
1757 return;
1758 }
1759
1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1761 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks
1763 */
1764 if (tmp->slaying)
1765 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767 if (!spell)
1768 {
1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 return;
1771 }
1772 else
1773 insert_ob_in_ob (spell, tmp);
1774
1775 tmp->slaying = 0;
1776 }
1777
1778 skop = find_skill_by_name (op, tmp->skill);
1779
1780 /* need a literacy skill to learn spells. Also, having a literacy level
1781 * lower than the spell will make learning the spell more difficult */
1782 if (!skop)
1783 {
1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 return;
1786 }
1787
1788 spell = tmp->inv;
1789
1790 if (!spell)
1791 {
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return;
1795 }
1796
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 return;
1801 }
1802
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
1877 }
1878
1879 /**
1880 * Handles applying a spell scroll.
1881 */
1882 void
1883 apply_scroll (object *op, object *tmp, int dir)
1884 {
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 tmp->decrease ();
1926 }
1927
1928 /**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933 static void
1934 apply_treasure (object *op, object *tmp)
1935 {
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 tmp->decrease ();
1974 }
1975
1976 /**
1977 * op eats food.
1978 * If player, takes care of messages and dragon special food.
1979 */
1980 static void
1981 apply_food (object *op, object *tmp)
1982 {
1983 int capacity_remaining;
1984
1985 if (op->type != PLAYER)
1986 op->stats.hp = op->stats.maxhp;
1987 else
1988 {
1989 /* check if this is a dragon (player), eating some flesh */
1990 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 ;
1992 else
1993 {
1994 /* usual case - no dragon meal: */
1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
1997 if (tmp->type == FOOD || tmp->type == FLESH)
1998 op->failmsg ("You feel full, but what a waste of food!");
1999 else
2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 }
2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
2010
2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2012 {
2013 const char *buf;
2014
2015 if (!is_dragon_pl (op))
2016 {
2017 /* eating message for normal players */
2018 if (tmp->type == DRINK)
2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2020 else
2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2022 }
2023 else
2024 /* eating message for dragon players */
2025 buf = format ("The %s tasted terrible!", &tmp->name);
2026
2027 op->statusmsg (buf);
2028
2029 capacity_remaining = 999 - op->stats.food;
2030 op->stats.food += tmp->stats.food;
2031 if (capacity_remaining < tmp->stats.food)
2032 op->stats.hp += capacity_remaining / 50;
2033 else
2034 op->stats.hp += tmp->stats.food / 50;
2035
2036 if (op->stats.hp > op->stats.maxhp)
2037 op->stats.hp = op->stats.maxhp;
2038 if (op->stats.food > 999)
2039 op->stats.food = 999;
2040 }
2041
2042 /* special food hack -b.t. */
2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2044 eat_special_food (op, tmp);
2045 }
2046 }
2047
2048 handle_apply_yield (tmp);
2049 tmp->decrease ();
2050 }
2051
2052 /**
2053 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved.
2055 *
2056 * attributes:
2057 * object *op the object (dragon player) eating the flesh
2058 * object *meal the flesh item, getting chewed in dragon's mouth
2059 * return:
2060 * int 1 if eating successful, 0 if it doesn't work
2061 */
2062 int
2063 dragon_eat_flesh (object *op, object *meal)
2064 {
2065 object *skin = NULL; /* pointer to dragon skin force */
2066 object *abil = NULL; /* pointer to dragon ability force */
2067 object *tmp = NULL; /* tmp. object */
2068
2069 double chance; /* improvement-chance of one resistance type */
2070 double totalchance = 1; /* total chance of gaining one resistance */
2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2072 double mbonus = 0; /* monster bonus */
2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2074 int winners = 0; /* number of winners */
2075 int i; /* index */
2076
2077 /* let's make sure and doublecheck the parameters */
2078 if (meal->type != FLESH || !is_dragon_pl (op))
2079 return 0;
2080
2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2082 from the player's inventory */
2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2084 if (tmp->type == FORCE)
2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2086 skin = tmp;
2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2088 abil = tmp;
2089
2090 /* if either skin or ability are missing, this is an old player
2091 which is not to be considered a dragon -> bail out */
2092 if (skin == NULL || abil == NULL)
2093 return 0;
2094
2095 /* now start by filling stomache and health, according to food-value */
2096 if ((999 - op->stats.food) < meal->stats.food)
2097 op->stats.hp += (999 - op->stats.food) / 50;
2098 else
2099 op->stats.hp += meal->stats.food / 50;
2100
2101 if (op->stats.hp > op->stats.maxhp)
2102 op->stats.hp = op->stats.maxhp;
2103
2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2105
2106 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2107
2108 /* on to the interesting part: chances for adding resistance */
2109 for (i = 0; i < NROFATTACKS; i++)
2110 {
2111 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2112 {
2113 /* got positive resistance, now calculate improvement chance (0-100) */
2114
2115 /* this bonus makes resistance increase easier at lower levels */
2116 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2117 if (i == abil->stats.exp)
2118 bonus += 5; /* additional bonus for resistance of ability-focus */
2119
2120 /* monster bonus increases with level, because high-level
2121 flesh is too rare */
2122 mbonus = op->level * 20. / ((double) settings.max_level);
2123
2124 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2125 ((double) settings.max_level)) - skin->resist[i];
2126
2127 if (chance >= 0.)
2128 chance += 1.;
2129 else
2130 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2131
2132 /* chance is proportional to amount of resistance (max. 50) */
2133 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2134
2135 /* doubled chance for resistance of ability-focus */
2136 if (i == abil->stats.exp)
2137 chance = MIN (100., chance * 2.);
2138
2139 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2140 if (rndm (10000) < (unsigned int) (chance * 100))
2141 {
2142 atnr_winner[winners] = i;
2143 winners++;
2144 }
2145
2146 if (chance >= 0.01)
2147 totalchance *= 1 - chance / 100;
2148
2149 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2150 }
2151 }
2152
2153 /* inverse totalchance as until now we have the failure-chance */
2154 totalchance = 100 - totalchance * 100;
2155
2156 /* print message according to totalchance */
2157 const char *buf;
2158 if (totalchance > 50.)
2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2160 else if (totalchance > 10.)
2161 buf = format ("The %s tasted very good.", &meal->name);
2162 else if (totalchance > 1.)
2163 buf = format ("The %s tasted good.", &meal->name);
2164 else if (totalchance > 0.1)
2165 buf = format ("The %s tasted bland.", &meal->name);
2166 else if (totalchance >= 0.01)
2167 buf = format ("The %s had a boring taste.", &meal->name);
2168 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2169 buf = format ("The %s tasted strange.", &meal->name);
2170 else
2171 buf = format ("The %s had no taste.", &meal->name);
2172
2173 op->statusmsg (buf);
2174
2175 /* now choose a winner if we have any */
2176 i = -1;
2177 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners];
2179
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 {
2182 /* resistance increased! */
2183 skin->resist[i]++;
2184 op->update_stats ();
2185
2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2187 }
2188
2189 /* if this flesh contains a new ability focus, we mark it
2190 into the ability_force and it will take effect on next level */
2191 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2192 {
2193 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2194
2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2197 "Your metabolism prepares to focus on %s!\n"
2198 "The change will happen at level %d.",
2199 change_resist_msg[meal->last_eat],
2200 abil->level + 1
2201 ));
2202 else
2203 {
2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2205 abil->last_eat = 0;
2206 }
2207 }
2208
2209 return 1;
2210 }
2211
2212 /**
2213 * Handles applying an improve armor scroll.
2214 * Does some sanity checks, then calls improve_armour.
2215 */
2216 static void
2217 apply_armour_improver (object *op, object *tmp)
2218 {
2219 object *armor;
2220
2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2222 {
2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2224 return;
2225 }
2226
2227 armor = find_marked_object (op);
2228
2229 if (!armor)
2230 {
2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2232 return;
2233 }
2234
2235 if (armor->type != ARMOUR
2236 && armor->type != CLOAK
2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2238 {
2239 op->failmsg ("Your marked item is not armour!\n");
2240 return;
2241 }
2242
2243 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor);
2245 }
2246
2247 extern void
2248 apply_poison (object *op, object *tmp)
2249 {
2250 if (op->type == PLAYER)
2251 {
2252 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze");
2255 }
2256
2257 if (tmp->stats.hp > 0)
2258 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2261 }
2262
2263 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp);
2265 tmp->decrease ();
2266 }
2267
2268 /**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means:
2271 * -You can come back (there is another exit at the other side)
2272 * -You are
2273 * ° the owner of the exit
2274 * ° or in the same party as the owner
2275 *
2276 * Note: a owner in a 2 way exit is saved as the owner's name
2277 * in the field exit->name cause the field exit->owner doesn't
2278 * survive in the swapping (in fact the whole exit doesn't survive).
2279 */
2280 int
2281 is_legal_2ways_exit (object *op, object *exit)
2282 {
2283 if (exit->stats.exp != 1)
2284 return 1; /*This is not a 2 way, so it is legal */
2285
2286 #if 0 //TODO
2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2288 return 0; /* This is a reset town portal */
2289 #endif
2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2294
2295 if (exitmap)
2296 {
2297 exitmap->load_sync ();
2298
2299 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300
2301 if (!tmp)
2302 return 0;
2303
2304 for (; tmp; tmp = tmp->above)
2305 {
2306 if (tmp->type != EXIT)
2307 continue; /*Not an exit */
2308
2309 if (!EXIT_PATH (tmp))
2310 continue; /*Not a valid exit */
2311
2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2313 continue; /*Not in the same place */
2314
2315 if (exit->map->path != EXIT_PATH (tmp))
2316 continue; /*Not in the same map */
2317
2318 /* From here we have found the exit is valid. However we do
2319 * here the check of the exit owner. It is important for the
2320 * town portals to prevent strangers from visiting your appartments
2321 */
2322 if (!exit->race)
2323 return 1; /*No owner, free for all! */
2324
2325 object *exit_owner = 0;
2326
2327 for_all_players (pp)
2328 {
2329 if (!pp->ob)
2330 continue;
2331
2332 if (pp->ob->name != exit->race)
2333 continue;
2334
2335 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2336 break;
2337 }
2338
2339 if (!exit_owner)
2340 return 0; /* No more owner */
2341
2342 if (exit_owner->contr == op->contr)
2343 return 1; /*It is your exit */
2344
2345 if (exit_owner && /*There is a owner */
2346 (op->contr) && /*A player tries to pass */
2347 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2348 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2349 return 0;
2350
2351 return 1;
2352 }
2353 }
2354
2355 return 0;
2356 }
2357
2358 /**
2359 * Main apply handler.
2360 *
2361 * Checks for unpaid items before applying.
2362 *
2363 * Return value:
2364 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory
2367 *
2368 * op is the object that is causing object to be applied, tmp is the object
2369 * being applied.
2370 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special
2373 */
2374 int
2375 manual_apply (object *op, object *tmp, int aflag)
2376 {
2377 if (tmp->head)
2378 tmp = tmp->head;
2379
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381 {
2382 if (op->type == PLAYER)
2383 {
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2385 return 1;
2386 }
2387 else
2388 return 0; /* monsters just skip unpaid items */
2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type)
2395 {
2396 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value);
2401 update_object (tmp, UP_OBJ_FACE);
2402 push_button (tmp);
2403 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op))
2407 {
2408 op->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle"));
2410 }
2411 else
2412 op->failmsg ("The handle doesn't move.");
2413
2414 return 1;
2415
2416 case EXIT:
2417 if (op->type != PLAYER)
2418 return 0;
2419
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 else
2423 {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2428 op->enter_exit (tmp);
2429 }
2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2436 return 1;
2437
2438 case SIGN:
2439 apply_sign (op, tmp, 0);
2440 return 1;
2441
2442 case BOOK:
2443 if (op->type == PLAYER)
2444 {
2445 apply_book (op, tmp);
2446 return 1;
2447 }
2448 else
2449 return 0;
2450
2451 case SKILLSCROLL:
2452 if (op->type == PLAYER)
2453 {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER)
2462 {
2463 apply_spellbook (op, tmp);
2464 return 1;
2465 }
2466 else
2467 return 0;
2468
2469 case SCROLL:
2470 apply_scroll (op, tmp, 0);
2471 return 1;
2472
2473 case POTION:
2474 apply_potion (op, tmp);
2475 return 1;
2476
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2479 case CLOSE_CON:
2480 apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 apply_container (op, tmp);
2485 return 1;
2486
2487 case TREASURE:
2488 if (op->type == PLAYER)
2489 {
2490 apply_treasure (op, tmp);
2491 return 1;
2492 }
2493 else
2494 return 0;
2495
2496 case WEAPON:
2497 case ARMOUR:
2498 case BOOTS:
2499 case GLOVES:
2500 case AMULET:
2501 case GIRDLE:
2502 case BRACERS:
2503 case SHIELD:
2504 case HELMET:
2505 case RING:
2506 case CLOAK:
2507 case WAND:
2508 case ROD:
2509 case HORN:
2510 case SKILL:
2511 case BOW:
2512 case LAMP:
2513 case BUILDER:
2514 case SKILL_TOOL:
2515 if (tmp->env != op)
2516 return 2; /* not in inventory */
2517
2518 apply_special (op, tmp, aflag);
2519 return 1;
2520
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER)
2536 {
2537 apply_armour_improver (op, tmp);
2538 return 1;
2539 }
2540 else
2541 return 0;
2542
2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2547 case CLOCK:
2548 if (op->type == PLAYER)
2549 {
2550 char buf[MAX_BUF];
2551 timeofday_t tod;
2552
2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2560 return 1;
2561 }
2562 else
2563 return 0;
2564
2565 case MENU:
2566 if (op->type == PLAYER)
2567 {
2568 shop_listing (tmp, op);
2569 return 1;
2570 }
2571 else
2572 return 0;
2573
2574 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2576 return 1;
2577
2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER)
2580 {
2581 apply_lighter (op, tmp);
2582 return 1;
2583 }
2584 else
2585 return 0;
2586
2587 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp);
2589 return 1;
2590
2591 default:
2592 return 0;
2593 }
2594 }
2595
2596
2597 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages.
2600 *
2601 * Same return value as apply() function.
2602 */
2603 int
2604 player_apply (object *pl, object *op, int aflag, int quiet)
2605 {
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING))
2609 {
2610 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2614 return 0;
2615 }
2616 }
2617
2618 pl->contr->last_used = op;
2619
2620 tmp = manual_apply (pl, op, aflag);
2621 if (!quiet)
2622 {
2623 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2)
2626 pl->failmsg ("You must get it first!\n");
2627 }
2628
2629 return tmp;
2630 }
2631
2632 /**
2633 * player_apply_below attempts to apply the object 'below' the player.
2634 * If the player has an open container, we use that for below, otherwise
2635 * we use the ground.
2636 */
2637 void
2638 player_apply_below (object *pl)
2639 {
2640 int floors = 0;
2641
2642 /* If using a container, set the starting item to be the top
2643 * item in the container. Otherwise, use the map.
2644 * This is perhaps more complicated. However, I want to make sure that
2645 * we don't use a corrupt pointer for the next object, so we get the
2646 * next object in the stack before applying. This is can only be a
2647 * problem if player_apply() has a bug in that it uses the object but does
2648 * not return a proper value.
2649 */
2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 {
2652 next = tmp->below;
2653
2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655 floors++;
2656 else if (floors > 0)
2657 return; /* process only floor objects after first floor object */
2658
2659 /* If it is visible, player can apply it. If it is applied by
2660 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which
2662 * the item needs.
2663 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return;
2668 }
2669 if (floors >= 2)
2670 return; /* process at most two floor objects */
2671 }
2672 }
2673
2674 /**
2675 * Unapplies specified item.
2676 * No check done on cursed/damned.
2677 * Break this out of apply_special - this is just done
2678 * to keep the size of apply_special to a more managable size.
2679 */
2680 static int
2681 unapply_special (object *who, object *op, int aflags)
2682 {
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0);
2686
2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2689 switch (op->type)
2690 {
2691 case SKILL_TOOL:
2692 // unapplying a skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696 if (tmp->skill == op->skill
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0);
2701
2702 change_abil (who, op);
2703 break;
2704
2705 case WEAPON:
2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 {
2722 if (!op->invisible)
2723 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 }
2727
2728 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break;
2731
2732 case ARMOUR:
2733 case HELMET:
2734 case SHIELD:
2735 case RING:
2736 case BOOTS:
2737 case GLOVES:
2738 case AMULET:
2739 case GIRDLE:
2740 case BRACERS:
2741 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op);
2744 break;
2745
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW:
2785 case WAND:
2786 case ROD:
2787 case HORN:
2788 if (player *pl = who->contr)
2789 {
2790 if (op == pl->ranged_ob)
2791 {
2792 pl->ranged_ob = 0;
2793 who->change_weapon (pl->combat_ob);
2794 }
2795
2796 who->statusmsg (format ("You unready %s.", query_name (op)));
2797 }
2798 else
2799 {
2800 who->change_skill (0);
2801
2802 if (op->type == BOW)
2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2804 else
2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2806 }
2807
2808 break;
2809
2810 case BUILDER:
2811 if (who->contr)
2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2813 break;
2814
2815 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break;
2818 }
2819
2820 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837
2838 return 0;
2839 }
2840
2841 /**
2842 * Returns the object that is using location 'loc'.
2843 * Note that 'start' is the first object to start examing - we
2844 * then go through the below of this. In this way, you can do
2845 * something like:
2846 * tmp = get_next_item_from_body_location(who->inv, 1);
2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2848 * to find the second object that may use this location, etc.
2849 * Returns NULL if no match is found.
2850 * loc is the index into the array we are looking for a match.
2851 * don't return invisible objects unless they are skill objects
2852 * invisible other objects that use
2853 * up body locations can be used as restrictions.
2854 */
2855 static object *
2856 get_next_item_from_body_location (int loc, object *start)
2857 {
2858 for (object *tmp = start; tmp; tmp = tmp->below)
2859 if (tmp->flag [FLAG_APPLIED]
2860 && tmp->slot[loc].info
2861 && (!tmp->invisible || tmp->type == SKILL))
2862 return tmp;
2863
2864 return 0;
2865 }
2866
2867 /**
2868 * 'op' wants to apply an object, but can't because of other equipment.
2869 * This should only be called when it is known
2870 * that there are objects to unapply. This makes pretty heavy
2871 * use of get_item_from_body_location. It makes no intelligent choice
2872 * on objects - rather, the first that is matched is used.
2873 * Returns 0 on success, returns 1 if there is some problem.
2874 * if aflags is AP_PRINT, we instead print out waht to unapply
2875 * instead of doing it. This is a lot less code than having
2876 * another function that does just that.
2877 */
2878
2879 #define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>"
2883
2884 int
2885 unapply_for_ob (object *who, object *op, int aflags)
2886 {
2887 if (op->is_range ())
2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2891 {
2892 if (aflags & AP_PRINT)
2893 who->failmsg (query_name (tmp));
2894 else
2895 unapply_special (who, tmp, aflags);
2896 }
2897 else
2898 {
2899 /* In this case, we want to try and remove a cursed item.
2900 * While we know it won't work, we want unapply_special to
2901 * at least generate the message.
2902 */
2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2904 return 1;
2905 }
2906
2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2908 {
2909 /* this used up a slot that we need to free */
2910 if (op->slot[i].info)
2911 {
2912 object *last = who->inv;
2913
2914 /* We do a while loop - may need to remove several items in order
2915 * to free up enough slots.
2916 */
2917 while ((who->slot[i].used + op->slot[i].info) < 0)
2918 {
2919 object *tmp = get_next_item_from_body_location (i, last);
2920
2921 if (!tmp)
2922 {
2923 #if 0
2924 /* Not a bug - we'll get this if the player has cursed items
2925 * equipped.
2926 */
2927 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2928 #endif
2929 return 1;
2930 }
2931
2932 /* If we are just printing, we don't care about cursed status */
2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2934 {
2935 if (aflags & AP_PRINT)
2936 who->failmsg (query_name (tmp));
2937 else
2938 unapply_special (who, tmp, aflags);
2939 }
2940 else
2941 {
2942 /* Cursed item that we can't unequip - tell the player.
2943 * Note this could be annoying if this is just one of a few,
2944 * so it may not be critical (eg, putting on a ring and you have
2945 * one cursed ring.)
2946 */
2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2948 }
2949
2950 last = tmp->below;
2951 }
2952 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2953 * return in the !tmp would have kicked in.
2954 */
2955 } /* if op is using this body location */
2956 } /* for body lcoations */
2957
2958 return 0;
2959 }
2960
2961 /**
2962 * Checks to see if 'who' can apply object 'op'.
2963 * Returns 0 if apply can be done without anything special.
2964 * Otherwise returns a bitmask - potentially several of these may be
2965 * set, but largely depends on circumstance - in the future, processing
2966 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2967 * is set, do we really care what the other flags may be?)
2968 *
2969 * See include/define.h for detailed description of the meaning of
2970 * these return values.
2971 */
2972 int
2973 can_apply_object (object *who, object *op)
2974 {
2975 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2976 return RESULT_INT (0);
2977
2978 int retval = 0;
2979 object *tmp = 0, *ws = 0;
2980
2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2982 {
2983 if (op->slot[i].info)
2984 {
2985 /* Item uses more slots than we have */
2986 if (who->slot[i].info + op->slot [i].info < 0)
2987 {
2988 /* Could return now for efficiency - rest of info below isn't
2989 * really needed.
2990 */
2991 retval |= CAN_APPLY_NEVER;
2992 }
2993 else if (who->slot[i].used + op->slot[i].info < 0)
2994 {
2995 /* in this case, equipping this would use more free spots than
2996 * we have.
2997 */
2998
2999 /* if we have an applied weapon/shield, and unapply it would free
3000 * enough slots to equip the new item, then just set "can
3001 * apply unapply". We don't care about the logic below - if you have a
3002 * shield equipped and try to equip another shield, there is only
3003 * one choice. However, the check for the number of body locations
3004 * does take into the account cases where what is being applied
3005 * may be two handed for example.
3006 */
3007 if (ws)
3008 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3009 {
3010 retval |= CAN_APPLY_UNAPPLY;
3011 continue;
3012 }
3013
3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3015 if (!tmp1)
3016 {
3017 #if 0
3018 /* This is sort of an error, but happens a lot when old players
3019 * join in with more stuff equipped than they are now allowed.
3020 */
3021 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3022 #endif
3023 retval |= CAN_APPLY_NEVER;
3024 }
3025 else
3026 {
3027 /* need to unapply something. However, if this something
3028 * is different than we had found before, it means they need
3029 * to apply multiple objects
3030 */
3031 retval |= CAN_APPLY_UNAPPLY;
3032
3033 if (!tmp)
3034 tmp = tmp1;
3035 else if (tmp != tmp1)
3036 retval |= CAN_APPLY_UNAPPLY_MULT;
3037
3038 /* This object isn't using up all the slots, so there must
3039 * be another. If so, and it the new item doesn't need all
3040 * the slots, the player then has a choice.
3041 */
3042 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3043 && abs (op->slot[i].info) < who->slot[i].info)
3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3045
3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3047 * equipped? If not, there must be something else to unapply.
3048 */
3049 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3051 }
3052 } /* if not enough free slots */
3053 } /* if this object uses location i */
3054 } /* for i -> num_body_locations loop */
3055
3056 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3057 * really be controlled by use of body locations. We do have
3058 * the weapon/shield checks, and the range checks for monsters,
3059 * because you can't control those just by body location - bows, shields,
3060 * and weapons all use the same slot. Similar for horn/rod/wand - they
3061 * all use the same location.
3062 */
3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3064 retval |= CAN_APPLY_RESTRICTION;
3065
3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3067 retval |= CAN_APPLY_RESTRICTION;
3068
3069 if (who->type != PLAYER)
3070 {
3071 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3072 retval |= CAN_APPLY_RESTRICTION;
3073
3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3075 retval |= CAN_APPLY_RESTRICTION;
3076
3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3078 retval |= CAN_APPLY_RESTRICTION;
3079
3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3081 retval |= CAN_APPLY_RESTRICTION;
3082 }
3083
3084 return retval;
3085 }
3086
3087 /**
3088 * who is the object using the object. It can be a monster.
3089 * op is the object they are using. op is an equipment type item,
3090 * eg, one which you put on and keep on for a while, and not something
3091 * like a potion or scroll.
3092 *
3093 * function returns 1 if the action could not be completed, 0 on
3094 * success. However, success is a matter of meaning - if the
3095 * user passes the 'apply' flag to an object already applied,
3096 * nothing is done, and 0 is returned.
3097 *
3098 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3099 * AP_UNAPPLY=always unapply).
3100 *
3101 * Optional flags:
3102 * AP_NO_MERGE: don't merge an unapplied object with other objects
3103 * AP_IGNORE_CURSE: unapply cursed items
3104 * AP_NO_READY: do not ready skills when applying skill tools
3105 *
3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3107 *
3108 * apply_special() doesn't check for unpaid items.
3109 */
3110
3111 #define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3114 int
3115 apply_special (object *who, object *op, int aflags)
3116 {
3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3118 object *tmp, *tmp2, *skop = NULL;
3119
3120 if (who == NULL)
3121 {
3122 LOG (llevError, "apply_special() from object without environment.\n");
3123 return 1;
3124 }
3125
3126 if (op->env != who)
3127 return 1; /* op is not in inventory */
3128
3129 /* trying to unequip op */
3130 if (QUERY_FLAG (op, FLAG_APPLIED))
3131 {
3132 /* always apply, so no reason to unapply */
3133 if (basic_flag == AP_APPLY)
3134 return 0;
3135
3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3137 {
3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3139 return 1;
3140 }
3141
3142 return unapply_special (who, op, aflags);
3143 }
3144
3145 if (basic_flag == AP_UNAPPLY)
3146 return 0;
3147
3148 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts.
3150 if (player *pl = who->contr)
3151 switch (op->slottype ())
3152 {
3153 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 }
3156
3157 splay (op);
3158
3159 /* Can't just apply this object. Lets see what not and what to do */
3160 if (int i = can_apply_object (who, op))
3161 {
3162 if (i & CAN_APPLY_NEVER)
3163 {
3164 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3165 return 1;
3166 }
3167 else if (i & CAN_APPLY_RESTRICTION)
3168 {
3169 who->failmsg (format (
3170 "You have a prohibition against using a %s. "
3171 "H<Your belief, profession or class prevents you from applying this item.>",
3172 query_name (op)
3173 ));
3174 return 1;
3175 }
3176
3177 if (who->type != PLAYER)
3178 {
3179 /* Some error, so don't try to equip something more */
3180 if (unapply_for_ob (who, op, aflags))
3181 return 1;
3182 }
3183 else
3184 {
3185 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3186 {
3187 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3188 unapply_for_ob (who, op, AP_PRINT);
3189 return 1;
3190 }
3191 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3192 if (unapply_for_ob (who, op, aflags))
3193 return 1;
3194 }
3195 }
3196
3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3198 {
3199 skop = find_skill_by_name (who, op->skill);
3200
3201 if (!skop)
3202 {
3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3204 return 1;
3205 }
3206 else
3207 /* While experience will be credited properly, we want to change the
3208 * skill so that the dam and wc get updated
3209 */
3210 who->change_skill (skop);
3211 }
3212
3213 if (who->type == PLAYER
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1;
3219 }
3220
3221 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object.
3224 */
3225 if (op->nrof > 1)
3226 tmp = get_split_ob (op, op->nrof - 1);
3227 else
3228 tmp = 0;
3229
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0);
3232
3233 switch (op->type)
3234 {
3235 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3249 {
3250 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253
3254 if (tmp)
3255 insert_ob_in_ob (tmp, who);
3256
3257 return 1;
3258 }
3259
3260 if (!skop)
3261 {
3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3263 return 1;
3264 }
3265
3266 SET_FLAG (op, FLAG_APPLIED);
3267 who->change_skill (skop);
3268
3269 if (who->contr)
3270 who->change_weapon (who->contr->combat_ob = op);
3271
3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3273
3274 SET_FLAG (who, FLAG_READY_WEAPON);
3275 change_abil (who, op);
3276 break;
3277
3278 case ARMOUR:
3279 case HELMET:
3280 case SHIELD:
3281 case BOOTS:
3282 case GLOVES:
3283 case GIRDLE:
3284 case BRACERS:
3285 case CLOAK:
3286 case RING:
3287 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op);
3291 break;
3292
3293 case LAMP:
3294 if (op->stats.food < 1)
3295 {
3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3301 return 1;
3302 }
3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342
3343 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED);
3346
3347 if (!(aflags & AP_NO_READY))
3348 {
3349 skop = find_skill_by_name (who, op->skill);
3350 if (!skop->flag [FLAG_APPLIED])
3351 apply_special (who, skop, AP_APPLY);
3352 }
3353 break;
3354
3355 case SKILL:
3356 if (player *pl = who->contr)
3357 {
3358 if (IS_COMBAT_SKILL (op->subtype))
3359 {
3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364 {
3365 if (item->skill == op->skill)
3366 {
3367 who->change_weapon (pl->combat_ob = item);
3368 goto found_weapon;
3369 }
3370 }
3371
3372 who->failmsg (format (
3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3377 return 1;
3378
3379 found_weapon:;
3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op);
3383 }
3384 else if (IS_RANGED_SKILL (op->subtype))
3385 {
3386 if (skill_flags [op->subtype] & SF_NEED_BOW)
3387 {
3388 for (object *item = who->inv; item; item = item->below)
3389 if (item->type == BOW && item->flag [FLAG_APPLIED])
3390 {
3391 //TODO: bows should/must all have skill missile weapon right now
3392 who->change_weapon (pl->ranged_ob = item);
3393 goto found_bow;
3394 }
3395
3396 who->failmsg (
3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3400 return 1;
3401
3402 found_bow:;
3403 }
3404 else
3405 who->change_weapon (pl->ranged_ob = op);
3406 }
3407
3408 if (!op->invisible)
3409 {
3410 who->statusmsg (format (
3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3416 }
3417 else
3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3419 }
3420 else
3421 {
3422 SET_FLAG (op, FLAG_APPLIED);
3423 change_abil (who, op);
3424 who->chosen_skill = op;
3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3428 break;
3429
3430 case BOW:
3431 if (!check_weapon_power (who, op->last_eat))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 {
3443 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp)
3446 insert_ob_in_ob (tmp, who);
3447
3448 return 1;
3449 }
3450
3451 /*FALLTHROUGH*/
3452 case WAND:
3453 case ROD:
3454 case HORN:
3455 /* check for skill, alter player status */
3456
3457 if (!skop)
3458 {
3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3460 return 1;
3461 }
3462
3463 SET_FLAG (op, FLAG_APPLIED);
3464 who->change_skill (skop);
3465
3466 if (who->contr)
3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3471
3472 if (op->type == BOW)
3473 {
3474 who->current_weapon = op;
3475 change_abil (who, op);
3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3477 }
3478 }
3479 else
3480 {
3481 if (op->type == BOW)
3482 SET_FLAG (who, FLAG_READY_BOW);
3483 else
3484 SET_FLAG (who, FLAG_READY_RANGE);
3485 }
3486
3487 break;
3488
3489 case BUILDER:
3490 if (who->type == PLAYER)
3491 {
3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3494 unapply_special (who, who->contr->ranged_ob, 0);
3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497
3498 who->contr->ranged_ob = op;
3499 }
3500 break;
3501
3502 default:
3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3504 }
3505
3506 SET_FLAG (op, FLAG_APPLIED);
3507
3508 if (tmp)
3509 tmp = insert_ob_in_ob (tmp, who);
3510
3511 who->update_stats ();
3512
3513 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point,
3515 * you don't know anything about them.
3516 */
3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3519
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 if (who->type == PLAYER)
3522 {
3523 who->failmsg (
3524 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3526 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 }
3529
3530 if (who->type == PLAYER)
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op);
3537 }
3538
3539 return 0;
3540 }
3541
3542 int
3543 monster_apply_special (object *who, object *op, int aflags)
3544 {
3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3546 return 1;
3547
3548 return apply_special (who, op, aflags);
3549 }
3550
3551 /**
3552 * Map was just loaded, handle op's initialisation.
3553 *
3554 * Generates shop floor's item, and treasures.
3555 */
3556 int
3557 auto_apply (object *op)
3558 {
3559 object *tmp = NULL, *tmp2;
3560 int i;
3561
3562 switch (op->type)
3563 {
3564 case SHOP_FLOOR:
3565 if (!op->has_random_items ())
3566 return 0;
3567
3568 do
3569 {
3570 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3573 if (tmp == NULL)
3574 return 0;
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 {
3577 tmp->destroy ();
3578 tmp = NULL;
3579 }
3580 }
3581 while (!tmp);
3582
3583 tmp->x = op->x;
3584 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp);
3589 break;
3590
3591 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3593 return 0;
3594
3595 while (op->stats.hp-- > 0)
3596 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3597 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3598
3599 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects.
3603 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env)
3610 insert_ob_in_ob (tmp, op->env);
3611 else
3612 tmp->destroy ();
3613 }
3614
3615 op->destroy ();
3616 break;
3617 }
3618 return tmp ? 1 : 0;
3619 }
3620
3621 /**
3622 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for
3624 * certain objects (most initialization of chests and creation of
3625 * treasures and stuff). Calls auto_apply if appropriate.
3626 */
3627 void
3628 maptile::fix_auto_apply ()
3629 {
3630 if (!spaces)
3631 return;
3632
3633 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3634 for (object *tmp = ms->bot; tmp; )
3635 {
3636 object *above = tmp->above;
3637
3638 if (tmp->inv)
3639 {
3640 object *invtmp, *invnext;
3641
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3643 {
3644 invnext = invtmp->below;
3645
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 {
3650 while ((invtmp->stats.hp--) > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652
3653 invtmp->randomitems = NULL;
3654 }
3655 else if (invtmp && invtmp->arch
3656 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3657 {
3658 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3659 /* Need to clear this so that we never try to create
3660 * treasure again for this object
3661 */
3662 invtmp->randomitems = NULL;
3663 }
3664 }
3665 /* This is really temporary - the code at the bottom will
3666 * also set randomitems to null. The problem is there are bunches
3667 * of maps/players already out there with items that have spells
3668 * which haven't had the randomitems set to null yet.
3669 * MSW 2004-05-13
3670 *
3671 * And if it's a spellbook, it's better to set randomitems to NULL too,
3672 * else you get two spells in the book ^_-
3673 * Ryo 2004-08-16
3674 */
3675 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3676 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3677 tmp->randomitems = NULL;
3678
3679 }
3680
3681 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3682 auto_apply (tmp);
3683 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3684 {
3685 while ((tmp->stats.hp--) > 0)
3686 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3687 tmp->randomitems = NULL;
3688 }
3689 else if (tmp->type == TIMED_GATE)
3690 {
3691 object *head = tmp->head != NULL ? tmp->head : tmp;
3692
3693 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3694 tmp->set_speed (0);
3695 }
3696 /* This function can be called everytime a map is loaded, even when
3697 * swapping back in. As such, we don't want to create the treasure
3698 * over and ove again, so after we generate the treasure, blank out
3699 * randomitems so if it is swapped in again, it won't make anything.
3700 * This is a problem for the above objects, because they have counters
3701 * which say how many times to make the treasure.
3702 */
3703 else if (tmp && tmp->arch && tmp->type != PLAYER
3704 && tmp->type != TREASURE && tmp->type != SPELL
3705 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3706 {
3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3708 tmp->randomitems = NULL;
3709 }
3710
3711 // close all containers
3712 else if (tmp->type == CONTAINER)
3713 tmp->flag [FLAG_APPLIED] = 0;
3714
3715 tmp = above;
3716 }
3717
3718 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3721 check_trigger (tmp, tmp->above);
3722 }
3723
3724 /**
3725 * Handles player eating food that temporarily changes status (resistances, stats).
3726 * This used to call cast_change_attr(), but
3727 * that doesn't work with the new spell code. Since we know what
3728 * the food changes, just grab a force and use that instead.
3729 */
3730 void
3731 eat_special_food (object *who, object *food)
3732 {
3733 object *force;
3734 int i, did_one = 0;
3735
3736 force = get_archetype (FORCE_NAME);
3737
3738 for (i = 0; i < NUM_STATS; i++)
3739 if (sint8 k = food->stats.stat (i))
3740 {
3741 force->stats.stat (i) = k;
3742 did_one = 1;
3743 }
3744
3745 /* check if we can protect the eater */
3746 for (i = 0; i < NROFATTACKS; i++)
3747 {
3748 if (food->resist[i] > 0)
3749 {
3750 force->resist[i] = food->resist[i] / 2;
3751 did_one = 1;
3752 }
3753 }
3754
3755 if (did_one)
3756 {
3757 force->set_speed (0.1);
3758 /* bigger morsel of food = longer effect time */
3759 force->duration = food->stats.food / 5;
3760 SET_FLAG (force, FLAG_APPLIED);
3761 change_abil (who, force);
3762 insert_ob_in_ob (force, who);
3763 }
3764 else
3765 force->destroy ();
3766
3767 /* check for hp, sp change */
3768 if (food->stats.hp != 0)
3769 {
3770 if (QUERY_FLAG (food, FLAG_CURSED))
3771 {
3772 assign (who->contr->killer, food->name);
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!");
3775 }
3776 else
3777 {
3778 if (food->stats.hp > 0)
3779 who->statusmsg ("You begin to feel better.");
3780 else
3781 who->failmsg ("Eck!...that was poisonous!");
3782
3783 who->stats.hp += food->stats.hp;
3784 }
3785 }
3786 if (food->stats.sp != 0)
3787 {
3788 if (QUERY_FLAG (food, FLAG_CURSED))
3789 {
3790 who->failmsg ("You are drained of mana!");
3791 who->stats.sp -= food->stats.sp;
3792 if (who->stats.sp < 0)
3793 who->stats.sp = 0;
3794 }
3795 else
3796 {
3797 who->statusmsg ("You feel a rush of magical energy!");
3798 who->stats.sp += food->stats.sp;
3799 /* place limit on max sp from food? */
3800 }
3801 }
3802
3803 who->update_stats ();
3804 }
3805
3806 /**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811 void
3812 apply_lighter (object *who, object *lighter)
3813 {
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869 }
3870
3871 /**
3872 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure
3874 */
3875 void
3876 scroll_failure (object *op, int failure, int power)
3877 {
3878 if (abs (failure / 4) > power)
3879 power = abs (failure / 4); /* set minimum effect */
3880
3881 if (failure <= -1 && failure > -15)
3882 { /* wonder */
3883 object *tmp;
3884
3885 op->failmsg ("Your spell warps!");
3886 tmp = get_archetype (SPELL_WONDER);
3887 cast_wonder (op, op, 0, tmp);
3888 tmp->destroy ();
3889 }
3890 else if (failure <= -15 && failure > -35)
3891 { /* drain mana */
3892 op->failmsg ("Your mana is drained!");
3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894 if (op->stats.sp < 0)
3895 op->stats.sp = 0;
3896 }
3897 else if (settings.spell_failure_effects == TRUE)
3898 {
3899 if (failure <= -35 && failure > -60)
3900 { /* confusion */
3901 op->failmsg ("The magic recoils on you!");
3902 confuse_player (op, op, power);
3903 }
3904 else if (failure <= -60 && failure > -70)
3905 { /* paralysis */
3906 op->failmsg ("The magic recoils and paralyzes you!");
3907 paralyze_player (op, op, power);
3908 }
3909 else if (failure <= -70 && failure > -80)
3910 { /* blind */
3911 op->failmsg ("The magic recoils on you!");
3912 blind_player (op, op, power);
3913 }
3914 else if (failure <= -80)
3915 { /* blast the immediate area */
3916 object *tmp = get_archetype (LOOSE_MANA);
3917 cast_magic_storm (op, tmp, power);
3918 op->failmsg ("You unleash uncontrolled mana!");
3919 tmp->destroy ();
3920 }
3921 }
3922 }
3923
3924 void
3925 apply_changes_to_player (object *pl, object *change)
3926 {
3927 int excess_stat = 0; /* if the stat goes over the maximum
3928 for the race, put the excess stat some
3929 where else. */
3930
3931 switch (change->type)
3932 {
3933 case CLASS:
3934 {
3935 living *stats = &(pl->contr->orig_stats);
3936 living *ns = &(change->stats);
3937 object *walk;
3938 int flag_change_face = 1;
3939
3940 /* the following code assigns stats up to the stat max
3941 * for the race, and if the stat max is exceeded,
3942 * tries to randomly reassign the excess stat
3943 */
3944 int i, j;
3945
3946 for (i = 0; i < NUM_STATS; i++)
3947 {
3948 int race_bonus = pl->arch->stats.stat (i);
3949 sint8 stat = stats->stat (i) + ns->stat (i);
3950
3951 if (stat > 20 + race_bonus)
3952 {
3953 excess_stat++;
3954 stat = 20 + race_bonus;
3955 }
3956
3957 stats->stat (i) = stat;
3958 }
3959
3960 for (j = 0; excess_stat > 0 && j < 100; j++)
3961 { /* try 100 times to assign excess stats */
3962 int i = rndm (0, 6);
3963
3964 if (i == CHA)
3965 continue; /* exclude cha from this */
3966
3967 int stat = stats->stat (i);
3968 int race_bonus = pl->arch->stats.stat (i);
3969 if (stat < 20 + race_bonus)
3970 {
3971 change_attr_value (stats, i, 1);
3972 excess_stat--;
3973 }
3974 }
3975
3976 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c
3978 */
3979 if (change->randomitems != NULL)
3980 give_initial_items (pl, change->randomitems);
3981
3982 /* set up the face, for some races. */
3983
3984 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class.
3986 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3989 flag_change_face = 0;
3990
3991 if (flag_change_face)
3992 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face;
3995
3996 if (QUERY_FLAG (change, FLAG_ANIMATE))
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 }
4001
4002 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk"))
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006
4007 break;
4008 }
4009 }
4010 }
4011
4012 /**
4013 * This handles items of type 'transformer'.
4014 * Basically those items, used with a marked item, transform both items into something
4015 * else.
4016 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4017 * Change information is contained in the 'slaying' field of the marked item.
4018 * The format is as follow: transformer:[number ]yield[;transformer:...].
4019 * This way an item can be transformed in many things, and/or many objects.
4020 * The 'slaying' field for transformer is used as verb for the action.
4021 */
4022 void
4023 apply_item_transformer (object *pl, object *transformer)
4024 {
4025 object *marked;
4026 object *new_item;
4027 char *find;
4028 char *separator;
4029 int yield;
4030 char got[MAX_BUF];
4031 int len;
4032
4033 if (!pl || !transformer)
4034 return;
4035
4036 marked = find_marked_object (pl);
4037
4038 if (!marked)
4039 {
4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4041 return;
4042 }
4043
4044 if (!marked->slaying)
4045 {
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return;
4048 }
4049
4050 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return;
4056 }
4057
4058 find += strlen (transformer->arch->archname) + 1;
4059 /* Item can be used, now find how many and what it yields */
4060 if (isdigit (*(find)))
4061 {
4062 yield = atoi (find);
4063 if (yield < 1)
4064 {
4065 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4066 yield = 1;
4067 }
4068 }
4069 else
4070 yield = 1;
4071
4072 while (isdigit (*find))
4073 find++;
4074
4075 while (*find == ' ')
4076 find++;
4077
4078 memset (got, 0, MAX_BUF);
4079
4080 if ((separator = strchr (find, ';')) != NULL)
4081 len = separator - find;
4082 else
4083 len = strlen (find);
4084
4085 if (len > MAX_BUF - 1)
4086 len = MAX_BUF - 1;
4087
4088 strcpy (got, find);
4089 got[len] = '\0';
4090
4091 /* Now create new item, remove used ones when required. */
4092 new_item = get_archetype (got);
4093 if (!new_item)
4094 {
4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4096 return;
4097 }
4098
4099 new_item->nrof = yield;
4100
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
4103 insert_ob_in_ob (new_item, pl);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */
4106 marked->decrease ();
4107
4108 /* Eat one transformer if needed */
4109 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0)
4111 transformer->decrease ();
4112 }
4113