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/cvs/deliantra/server/server/apply.C
Revision: 1.119
Committed: Tue Jul 31 09:59:19 2007 UTC (16 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.118: +1 -0 lines
Log Message:
plugged hole with generation of unidentified objects where you
could gain exp from it.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 object *id, *marked;
98 int success = 0;
99
100 if (pl == NULL || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0;
108
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory.
112 */
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money))
116 {
117 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
119 if (marked->msg)
120 {
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123 }
124 return money == NULL;
125 }
126 }
127
128 for (id = pl->inv; id; id = id->below)
129 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 {
132 if (operate_altar (altar, &money))
133 {
134 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 if (id->msg)
137 {
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break;
145 }
146 else
147 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break;
150 }
151 }
152 }
153 if (!success)
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
155 return money == NULL;
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 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291
292 /* Just makes checking easier */
293 if (i < MIN (11, op->level))
294 got_one = 1;
295
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 {
298 if (got_one)
299 {
300 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
304 }
305 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
307 }
308 else
309 { /* cursed potion */
310 if (got_one)
311 {
312 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
314 }
315 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
317 }
318
319 decrease_ob (tmp);
320 return 1;
321 }
322
323
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
325 * and heroism all fit into this category. Given the spell object code,
326 * there is no limit to the number of spells that potions can be cast,
327 * but direction is problematic to try and imbue fireball potions for example.
328 */
329 if (tmp->inv)
330 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 {
333 object *fball;
334
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 }
344 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346
347 decrease_ob (tmp);
348 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats ();
351 return 1;
352 }
353
354 /* Deal with protection potions */
355 force = NULL;
356 for (i = 0; i < NROFATTACKS; i++)
357 {
358 if (tmp->resist[i])
359 {
360 if (!force)
361 force = get_archetype (FORCE_NAME);
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */
365 }
366 }
367 /* This is a protection potion */
368 if (force)
369 {
370 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
372 {
373 force->stats.food *= 10;
374 for (i = 0; i < NROFATTACKS; i++)
375 if (force->resist[i] > 0)
376 force->resist[i] = -force->resist[i]; /* prot => vuln */
377 }
378
379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force);
384 decrease_ob (tmp);
385 return 1;
386 }
387
388 /* Only thing left are the stat potions */
389 if (op->type == PLAYER)
390 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else
394 SET_FLAG (tmp, FLAG_APPLIED);
395 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 }
398
399 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears
402 * up all the stats.
403 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats ();
406 decrease_ob (tmp);
407 return 1;
408 }
409
410 /****************************************************************************
411 * Weapon improvement code follows
412 ****************************************************************************/
413
414 /**
415 * This returns the sum of nrof of item (arch name).
416 */
417 static int
418 check_item (object *op, const char *item)
419 {
420 int count = 0;
421
422
423 if (item == NULL)
424 return 0;
425
426 op = op->below;
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
442 }
443
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->archname, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 op->update_stats ();
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592 /**
593 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on.
595 */
596 int
597 prepare_weapon (object *op, object *improver, object *weapon)
598 {
599 int sacrifice_count, i;
600 char buf[MAX_BUF];
601
602 if (weapon->level != 0)
603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 return 0;
606 }
607
608 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i])
610 break;
611
612 /* If we break out, i will be less than nrofattacks, preventing
613 * improvement of items that already have protections.
614 */
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */
619 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 return 0;
622 }
623
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627
628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count);
631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */
638 decrease_ob (improver);
639 weapon->last_eat = 0;
640 return 1;
641 }
642
643
644 /**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason.
648 *
649 * Checks if weapon was prepared, if enough potions on the floor, ...
650 *
651 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve
654 */
655 int
656 improve_weapon (object *op, object *improver, object *weapon)
657 {
658 int sacrifice_count, sacrifice_needed = 0;
659
660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon);
663 }
664 if (weapon->level == 0)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667 return 0;
668 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672 return 0;
673 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679 return 0;
680 }
681 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved.
685 */
686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
688 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691 weapon->last_eat++;
692
693 weapon->item_power++;
694 decrease_ob (improver);
695 return 1;
696 }
697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
699 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1)
702 weapon->weight = 1;
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704 weapon->last_eat++;
705 weapon->item_power++;
706 decrease_ob (improver);
707 return 1;
708 }
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714 decrease_ob (improver);
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730 return 0;
731 }
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 }
754 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0;
756 }
757
758 /**
759 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work.
762 */
763 int
764 check_improve_weapon (object *op, object *tmp)
765 {
766 object *otmp;
767
768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 return 0;
775 }
776
777 otmp = find_marked_object (op);
778 if (!otmp)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 return 0;
782 }
783
784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 return 0;
788 }
789
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp);
793 return 1;
794 }
795
796 /**
797 * This code deals with the armour improvment scrolls.
798 * Change limits on improvement - let players go up to
799 * +5 no matter what level, but they are limited by item
800 * power.
801 * Try to use same improvement code as in the common/treasure.c
802 * file, so that if you make a +2 full helm, it will be just
803 * the same as one you find in a shop.
804 *
805 * deprecated comment:
806 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807 * only 'enchantment' of armour is possible - improving
808 * the stats of a player w/ armour as well as a weapon
809 * will probably horribly unbalance the game. Magic enchanting
810 * depends on the level of the character - ie the plus
811 * value (magic) of the armour can never be increased beyond
812 * the level of the character / 10 -- rounding upish, nor may
813 * the armour value of the piece of equipment exceed either
814 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now.
817 */
818 int
819 improve_armour (object *op, object *improver, object *armour)
820 {
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826 return 0;
827 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?)
832 */
833 if (armour->title)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836 return 0;
837 }
838
839 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge.
841 */
842 if (armour->nrof > 1)
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846
847 armour->magic++;
848
849 if (!settings.armor_speed_linear)
850 {
851 int base = 100;
852 int pow = 0;
853
854 while (pow < armour->magic)
855 {
856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++;
858 }
859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 }
862 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864
865 if (!settings.armor_weight_linear)
866 {
867 int base = 100;
868 int pow = 0;
869
870 while (pow < armour->magic)
871 {
872 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++;
874 }
875
876 armour->weight = (armour->arch->weight * base) / 100;
877 }
878 else
879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880
881 if (armour->weight <= 0)
882 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1;
885 }
886
887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888
889 if (op->type == PLAYER)
890 {
891 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats ();
894 }
895 decrease_ob (improver);
896 if (tmp)
897 {
898 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp);
900 }
901 return 1;
902 }
903
904
905 /*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken.
908 */
909 #define CONV_FROM(xyz) xyz->slaying
910 #define CONV_TO(xyz) xyz->other_arch
911 #define CONV_NR(xyz) xyz->stats.sp
912 #define CONV_NEED(xyz) xyz->stats.food
913
914 /* Takes one items and makes another.
915 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything.
918 */
919 int
920 convert_item (object *item, object *converter)
921 {
922 int nr = 0;
923 uint32 price_in;
924
925 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck)
928 */
929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
931 int cost;
932
933 if (item->type != MONEY)
934 return 0;
935
936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
938 return 0;
939 cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 decrease_ob_nr (item, cost);
944
945 price_in = cost * item->value;
946 }
947 else
948 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0;
952
953 if (CONV_NEED (converter))
954 {
955 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
959 else
960 {
961 price_in = item->value;
962 item->destroy ();
963 }
964 }
965
966 if (converter->inv != NULL)
967 {
968 object *ob;
969 int i;
970 object *ob_to_copy;
971
972 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 }
985 else
986 {
987 if (converter->other_arch == NULL)
988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1;
992 }
993
994 item = object_create_arch (converter->other_arch);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 }
997
998 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter);
1000 if (nr)
1001 item->nrof *= nr;
1002 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value)
1005 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /**
1010 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this
1012 */
1013 }
1014 SET_FLAG (item, FLAG_IDENTIFIED);
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016 return 1;
1017 }
1018
1019 /**
1020 * Handle apply on containers.
1021 * By Eneq(@csd.uu.se).
1022 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1023 * added the alchemical cauldron to the code -b.t.
1024 */
1025 int
1026 apply_container (object *op, object *sack)
1027 {
1028 if (op->type != PLAYER || !op->contr->ns)
1029 return 0; /* This might change */
1030
1031 if (!sack || sack->type != CONTAINER)
1032 {
1033 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1034 return 0;
1035 }
1036
1037 op->contr->last_used = 0;
1038
1039 if (sack->env && sack->env != op)
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1042 return 1;
1043 }
1044
1045 // already applied == open on ground, or open in inv, or active in inv
1046 if (sack->flag [FLAG_APPLIED])
1047 {
1048 if (op->container == sack)
1049 {
1050 // open on ground or inv, so close
1051 op->close_container ();
1052 return 1;
1053 }
1054 else if (!sack->env)
1055 {
1056 // active, but not ours: some other player has opened it
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1058 return 1;
1059 }
1060
1061 // fall through to opening it (active in inv)
1062 }
1063 else if (sack->env)
1064 {
1065 // it is in our env, so activate it, do not open yet
1066 op->close_container ();
1067 sack->flag [FLAG_APPLIED] = 1;
1068 esrv_update_item (UPD_FLAGS, op, sack);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1070 return 1;
1071 }
1072
1073 // it's locked?
1074 if (sack->slaying)
1075 {
1076 if (object *tmp = find_key (op, op, sack))
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1078 else
1079 {
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1081 return 1;
1082 }
1083 }
1084
1085 op->open_container (sack);
1086
1087 return 1;
1088 }
1089
1090 /**
1091 * Handles dropping things on altar.
1092 * Returns true if sacrifice was accepted.
1093 */
1094 static int
1095 apply_altar (object *altar, object *sacrifice, object *originator)
1096 {
1097 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0;
1100
1101 if (operate_altar (altar, &sacrifice))
1102 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * with an altar. We call it a Potion - altars are stationary - it
1105 * is up to map designers to use them properly.
1106 */
1107 if (altar->inv && altar->inv->type == SPELL)
1108 {
1109 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1110 cast_spell (originator, altar, 0, altar->inv, NULL);
1111 /* If it is connected, push the button. Fixes some problems with
1112 * old maps.
1113 */
1114
1115 /* push_button (altar);*/
1116 }
1117 else
1118 {
1119 altar->value = 1; /* works only once */
1120 push_button (altar);
1121 }
1122
1123 return !sacrifice;
1124 }
1125 else
1126 return 0;
1127 }
1128
1129 /**
1130 * Handles 'movement' of shop mats.
1131 * Returns 1 if 'op' was destroyed, 0 if not.
1132 * Largely re-written to not use nearly as many gotos, plus
1133 * some of this code just looked plain out of date.
1134 * MSW 2001-08-29
1135 */
1136 int
1137 apply_shop_mat (object *shop_mat, object *op)
1138 {
1139 int rv = 0;
1140 double opinion;
1141 object *tmp, *next;
1142
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144
1145 if (op->type != PLAYER)
1146 {
1147 /* Remove all the unpaid objects that may be carried here.
1148 * This could be pets or monsters that are somehow in
1149 * the shop.
1150 */
1151 for (tmp = op->inv; tmp; tmp = next)
1152 {
1153 next = tmp->below;
1154
1155 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1156 {
1157 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1158
1159 tmp->remove ();
1160
1161 if (i == -1)
1162 i = 0;
1163
1164 tmp->map = op->map;
1165 tmp->x = op->x + freearr_x[i];
1166 tmp->y = op->y + freearr_y[i];
1167 insert_ob_in_map (tmp, op->map, op, 0);
1168 }
1169 }
1170
1171 /* Don't teleport things like spell effects */
1172 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 return 0;
1174
1175 /* unpaid objects, or non living objects, can't transfer by
1176 * shop mats. Instead, put it on a nearby space.
1177 */
1178 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179 {
1180
1181 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1183
1184 if (i != -1)
1185 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1186
1187 return 0;
1188 }
1189 /* Removed code that checked for multipart objects - it appears that
1190 * the teleport function should be able to handle this just fine.
1191 */
1192 rv = teleport (shop_mat, SHOP_MAT, op);
1193 }
1194 else if (can_pay (op) && get_payment (op))
1195 {
1196 /* this is only used for players */
1197 rv = teleport (shop_mat, SHOP_MAT, op);
1198
1199 if (shop_mat->msg)
1200 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1201 /* This check below is a bit simplistic - generally it should be correct,
1202 * but there is never a guarantee that the bottom space on the map is
1203 * actually the shop floor.
1204 */
1205 else if (!rv && !is_in_shop (op))
1206 {
1207 opinion = shopkeeper_approval (op->map, op);
1208
1209 if (opinion > 0.9)
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1211 else if (opinion > 0.75)
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1213 else if (opinion > 0.5)
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215 else
1216 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 }
1218 }
1219 else
1220 {
1221 /* if we get here, a player tried to leave a shop but was not able
1222 * to afford the items he has. We try to move the player so that
1223 * they are not on the mat anymore
1224 */
1225 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1226
1227 if (i == -1)
1228 {
1229 LOG (llevError, "Internal shop-mat problem.\n");
1230 }
1231 else
1232 {
1233 op->remove ();
1234 op->x += freearr_x[i];
1235 op->y += freearr_y[i];
1236 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1237 }
1238 }
1239
1240 CLEAR_FLAG (op, FLAG_NO_APPLY);
1241 return rv;
1242 }
1243
1244 /**
1245 * Handles applying a sign.
1246 */
1247 static void
1248 apply_sign (object *op, object *sign, int autoapply)
1249 {
1250 readable_message_type *msgType;
1251
1252 if (sign->msg == NULL)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264 return;
1265 }
1266
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++;
1269 }
1270
1271 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1272 * No way to know for sure. The presumption is basically that if
1273 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us).
1275 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return;
1280 }
1281
1282 if (op->contr)
1283 if (client *ns = op->contr->ns)
1284 {
1285 msgType = get_readable_message_type (sign);
1286
1287 if (ns->can_msg)
1288 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1289 else
1290 {
1291 char newbuf[HUGE_BUF];
1292 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1293 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1294 }
1295 }
1296 }
1297
1298 /**
1299 * 'victim' moves onto 'trap'
1300 * 'victim' leaves 'trap'
1301 * effect is determined by move_on/move_off of trap and move_type of victime.
1302 *
1303 * originator: Player, monster or other object that caused 'victim' to move
1304 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1305 * However, some types of traps require an originator to function.
1306 */
1307 void
1308 move_apply (object *trap, object *victim, object *originator)
1309 {
1310 static int recursion_depth = 0;
1311
1312 /* Only exits affect DMs. */
1313 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1314 return;
1315
1316 /* move_apply() is the most likely candidate for causing unwanted and
1317 * possibly unlimited recursion.
1318 */
1319 /* The following was changed because it was causing perfeclty correct
1320 * maps to fail. 1) it's not an error to recurse:
1321 * rune detonates, summoning monster. monster lands on nearby rune.
1322 * nearby rune detonates. This sort of recursion is expected and
1323 * proper. This code was causing needless crashes.
1324 */
1325 if (recursion_depth >= 500)
1326 {
1327 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1328 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1329 return;
1330 }
1331
1332 recursion_depth++;
1333 if (trap->head)
1334 trap = trap->head;
1335
1336 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1337 goto leave;
1338
1339 switch (trap->type)
1340 {
1341 case PLAYERMOVER:
1342 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1343 {
1344 if (!trap->stats.maxsp)
1345 trap->stats.maxsp = 2;
1346
1347 /* Is this correct? From the docs, it doesn't look like it
1348 * should be divided by trap->speed
1349 */
1350 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1351
1352 /* Just put in some sanity check. I think there is a bug in the
1353 * above with some objects have zero speed, and thus the player
1354 * getting permanently paralyzed.
1355 */
1356 if (victim->speed_left < -50.f)
1357 victim->speed_left = -50.f;
1358 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1359 }
1360 goto leave;
1361
1362 case SPINNER:
1363 if (victim->direction)
1364 {
1365 victim->direction = absdir (victim->direction - trap->stats.sp);
1366 update_turn_face (victim);
1367 }
1368 goto leave;
1369
1370 case DIRECTOR:
1371 if (victim->direction && !should_director_abort (trap, victim))
1372 {
1373 victim->direction = trap->stats.sp;
1374 update_turn_face (victim);
1375 }
1376 goto leave;
1377
1378 case BUTTON:
1379 case PEDESTAL:
1380 update_button (trap);
1381 goto leave;
1382
1383 case ALTAR:
1384 /* sacrifice victim on trap */
1385 apply_altar (trap, victim, originator);
1386 goto leave;
1387
1388 case THROWN_OBJ:
1389 if (trap->inv == NULL)
1390 goto leave;
1391 /* fallthrough */
1392
1393 case ARROW:
1394 /* bad bug: monster throw a object, make a step forwards, step on object ,
1395 * trigger this here and get hit by own missile - and will be own enemy.
1396 * Victim then is his own enemy and will start to kill herself (this is
1397 * removed) but we have not synced victim and his missile. To avoid senseless
1398 * action, we avoid hits here
1399 */
1400 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1401 hit_with_arrow (trap, victim);
1402 goto leave;
1403
1404 case SPELL_EFFECT:
1405 apply_spell_effect (trap, victim);
1406 goto leave;
1407
1408 case TRAPDOOR:
1409 {
1410 int max, sound_was_played;
1411 object *ab, *ab_next;
1412
1413 if (!trap->value)
1414 {
1415 int tot;
1416
1417 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1420
1421 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1422 goto leave;
1423
1424 SET_ANIMATION (trap, trap->value);
1425 update_object (trap, UP_OBJ_FACE);
1426 }
1427
1428 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1429 {
1430 /* need to set this up, since if we do transfer the object,
1431 * ab->above would be bogus
1432 */
1433 ab_next = ab->above;
1434
1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1436 {
1437 if (!sound_was_played)
1438 {
1439 trap->play_sound (sound_find ("fall_hole"));
1440 sound_was_played = 1;
1441 }
1442
1443 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1444 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1445 }
1446 }
1447 goto leave;
1448 }
1449
1450
1451 case CONVERTER:
1452 if (convert_item (victim, trap) < 0)
1453 {
1454 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1455 get_archetype ("burnout")->insert_at (trap, trap);
1456 }
1457
1458 goto leave;
1459
1460 case TRIGGER_BUTTON:
1461 case TRIGGER_PEDESTAL:
1462 case TRIGGER_ALTAR:
1463 check_trigger (trap, victim);
1464 goto leave;
1465
1466 case DEEP_SWAMP:
1467 walk_on_deep_swamp (trap, victim);
1468 goto leave;
1469
1470 case CHECK_INV:
1471 check_inv (victim, trap);
1472 goto leave;
1473
1474 case HOLE:
1475 /* Hole not open? */
1476 if (trap->stats.wc > 0)
1477 goto leave;
1478
1479 /* Is this a multipart monster and not the head? If so, return.
1480 * Processing will happen if the head runs into the pit
1481 */
1482 if (victim->head)
1483 goto leave;
1484
1485 victim->play_sound (sound_find ("fall_hole"));
1486 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1487 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1488 goto leave;
1489
1490 case EXIT:
1491 if (victim->type == PLAYER && EXIT_PATH (trap))
1492 {
1493 /* Basically, don't show exits leading to random maps the
1494 * players output.
1495 */
1496 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1497 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1498
1499 victim->enter_exit (trap);
1500 }
1501 goto leave;
1502
1503 case ENCOUNTER:
1504 /* may be some leftovers on this */
1505 goto leave;
1506
1507 case SHOP_MAT:
1508 apply_shop_mat (trap, victim);
1509 goto leave;
1510
1511 /* Drop a certain amount of gold, and have one item identified */
1512 case IDENTIFY_ALTAR:
1513 apply_id_altar (victim, trap, originator);
1514 goto leave;
1515
1516 case SIGN:
1517 if (victim->type != PLAYER && trap->stats.food > 0)
1518 goto leave; /* monsters musn't apply magic_mouths with counters */
1519
1520 apply_sign (victim, trap, 1);
1521 goto leave;
1522
1523 case CONTAINER:
1524 apply_container (victim, trap);
1525 goto leave;
1526
1527 case RUNE:
1528 case TRAP:
1529 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1530 {
1531 spring_trap (trap, victim);
1532 }
1533 goto leave;
1534
1535 default:
1536 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1537 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1538 goto leave;
1539 }
1540
1541 leave:
1542 recursion_depth--;
1543 }
1544
1545 /**
1546 * Handles reading a regular (ie not containing a spell) book.
1547 */
1548 static void
1549 apply_book (object *op, object *tmp)
1550 {
1551 int lev_diff;
1552 object *skill_ob;
1553
1554 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1555 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1557 return;
1558 }
1559
1560 if (!tmp->msg)
1561 {
1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1563 return;
1564 }
1565
1566 /* need a literacy skill to read stuff! */
1567 skill_ob = find_skill_by_name (op, tmp->skill);
1568 if (!skill_ob)
1569 {
1570 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1571 return;
1572 }
1573
1574 lev_diff = tmp->level - (skill_ob->level + 5);
1575 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1576 {
1577 if (lev_diff < 2)
1578 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1579 else if (lev_diff < 3)
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1581 else if (lev_diff < 5)
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1583 else if (lev_diff < 8)
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1585 else if (lev_diff < 15)
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1587 else
1588 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1589 return;
1590 }
1591
1592 readable_message_type *msgType = get_readable_message_type (tmp);
1593
1594 if (player *pl = op->contr)
1595 if (client *ns = pl->ns)
1596 if (ns->can_msg)
1597 {
1598 dynbuf_text buf;
1599 buf << long_desc (tmp, op)
1600 << "\n\n"
1601 << tmp->msg
1602 << '\0';
1603 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1604 }
1605 else
1606 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1607 msgType->message_type, msgType->message_subtype,
1608 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1609 long_desc (tmp, op), &tmp->msg);
1610
1611 /* gain xp from reading */
1612 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1613 { /* only if not read before */
1614 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1615
1616 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1617 {
1618 /*exp_gain *= 2; because they just identified it too */
1619 SET_FLAG (tmp, FLAG_IDENTIFIED);
1620
1621 /* If in a container, update how it looks */
1622 if (tmp->env)
1623 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1624 else
1625 op->contr->ns->floorbox_update ();
1626 }
1627
1628 change_exp (op, exp_gain, skill_ob->skill, 0);
1629 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1630 }
1631 }
1632
1633 /**
1634 * Handles the applying of a skill scroll, calling learn_skill straight.
1635 * op is the person learning the skill, tmp is the skill scroll object
1636 */
1637 static void
1638 apply_skillscroll (object *op, object *tmp)
1639 {
1640 switch ((int) learn_skill (op, tmp))
1641 {
1642 case 0:
1643 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1644 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1645 return;
1646
1647 case 1:
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1649 decrease_ob (tmp);
1650 return;
1651
1652 default:
1653 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1654 decrease_ob (tmp);
1655 return;
1656 }
1657 }
1658
1659 /**
1660 * Actually makes op learn spell.
1661 * Informs player of what happens.
1662 */
1663 void
1664 do_learn_spell (object *op, object *spell, int special_prayer)
1665 {
1666 object *tmp;
1667
1668 if (op->type != PLAYER)
1669 {
1670 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1671 return;
1672 }
1673
1674 /* Upgrade special prayers to normal prayers */
1675 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1676 {
1677 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1678 {
1679 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1680 return;
1681 }
1682 return;
1683 }
1684
1685 op->contr->play_sound (sound_find ("learn_spell"));
1686
1687 tmp = spell->clone ();
1688 insert_ob_in_ob (tmp, op);
1689
1690 if (special_prayer)
1691 SET_FLAG (tmp, FLAG_STARTEQUIP);
1692
1693 esrv_add_spells (op->contr, tmp);
1694 }
1695
1696 /**
1697 * Erases spell from player's inventory.
1698 */
1699 void
1700 do_forget_spell (object *op, const char *spell)
1701 {
1702 object *spob;
1703
1704 if (op->type != PLAYER)
1705 {
1706 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1707 return;
1708 }
1709 if ((spob = check_spell_known (op, spell)) == NULL)
1710 {
1711 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1712 return;
1713 }
1714
1715 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1716 player_unready_range_ob (op->contr, spob);
1717 esrv_remove_spell (op->contr, spob);
1718 spob->destroy ();
1719 }
1720
1721 /**
1722 * Handles player applying a spellbook.
1723 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1724 * stuff like that. Random learning failure too.
1725 */
1726 static void
1727 apply_spellbook (object *op, object *tmp)
1728 {
1729 object *skop, *spell, *spell_skill;
1730
1731 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1732 {
1733 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1734 return;
1735 }
1736
1737 /* artifact_spellbooks have 'slaying' field point to a spell name,
1738 * instead of having their spell stored in stats.sp. These are
1739 * legacy spellbooks
1740 */
1741 if (tmp->slaying)
1742 {
1743 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1744 if (!spell)
1745 {
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1747 return;
1748 }
1749 else
1750 insert_ob_in_ob (spell, tmp);
1751
1752 tmp->slaying = 0;
1753 }
1754
1755 skop = find_skill_by_name (op, tmp->skill);
1756
1757 /* need a literacy skill to learn spells. Also, having a literacy level
1758 * lower than the spell will make learning the spell more difficult */
1759 if (!skop)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1762 return;
1763 }
1764
1765 spell = tmp->inv;
1766
1767 if (!spell)
1768 {
1769 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1770 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1771 return;
1772 }
1773
1774 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1775 {
1776 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1777 return;
1778 }
1779
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1781
1782 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1783 {
1784 identify (tmp);
1785
1786 if (tmp->env)
1787 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1788 else
1789 op->contr->ns->floorbox_update ();
1790 }
1791
1792 /* I removed the check for special_prayer_mark here - it didn't make
1793 * a lot of sense - special prayers are not found in spellbooks, and
1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1795 * they would have a special prayer mark.
1796 */
1797 if (check_spell_known (op, spell->name))
1798 {
1799 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1800 return;
1801 }
1802
1803 if (spell->skill)
1804 {
1805 spell_skill = find_skill_by_name (op, spell->skill);
1806
1807 if (!spell_skill)
1808 {
1809 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1810 return;
1811 }
1812
1813 if (spell_skill->level < spell->level)
1814 {
1815 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1816 return;
1817 }
1818 }
1819
1820 /* Logic as follows
1821 *
1822 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1823 *
1824 * 2- The learner's skill level in literacy adjusts the chance to learn
1825 * a spell.
1826 *
1827 * 3 -Automatically fail to learn if you read while confused
1828 *
1829 * Overall, chances are the same but a player will find having a high
1830 * literacy rate very useful! -b.t.
1831 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1836 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839 {
1840
1841 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1842 do_learn_spell (op, spell, 0);
1843
1844 /* xp gain to literacy for spell learning */
1845 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1846 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1847 }
1848 else
1849 {
1850 op->contr->play_sound (sound_find ("fumble_spell"));
1851 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1852 }
1853
1854 decrease_ob (tmp);
1855 }
1856
1857 /**
1858 * Handles applying a spell scroll.
1859 */
1860 void
1861 apply_scroll (object *op, object *tmp, int dir)
1862 {
1863 object *skop;
1864
1865 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1866 {
1867 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1868 return;
1869 }
1870
1871 if (!tmp->inv || tmp->inv->type != SPELL)
1872 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1874 return;
1875 }
1876
1877 if (op->type == PLAYER)
1878 {
1879 /* players need a literacy skill to read stuff! */
1880 int exp_gain = 0;
1881
1882 /* hard code literacy - tmp->skill points to where the exp
1883 * should go for anything killed by the spell.
1884 */
1885 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1886
1887 if (!skop)
1888 {
1889 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1890 return;
1891 }
1892
1893 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1894 change_exp (op, exp_gain, skop->skill, 0);
1895 }
1896
1897 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1898 identify (tmp);
1899
1900 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1901
1902 cast_spell (op, tmp, dir, tmp->inv, NULL);
1903 decrease_ob (tmp);
1904 }
1905
1906 /**
1907 * Applies a treasure object - by default, chest. op
1908 * is the person doing the applying, tmp is the treasure
1909 * chest.
1910 */
1911 static void
1912 apply_treasure (object *op, object *tmp)
1913 {
1914 /* Nice side effect of new treasure creation method is that the treasure
1915 * for the chest is done when the chest is created, and put into the chest
1916 * inventory. So that when the chest burns up, the items still exist. Also
1917 * prevents people fromt moving chests to more difficult maps to get better
1918 * treasure
1919 */
1920 object *treas = tmp->inv;
1921
1922 if (!treas)
1923 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1925 decrease_ob (tmp);
1926 return;
1927 }
1928
1929 while (tmp->inv)
1930 {
1931 treas = tmp->inv;
1932
1933 treas->remove ();
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1935
1936 treas->x = op->x;
1937 treas->y = op->y;
1938 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1939
1940 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1941 spring_trap (treas, op);
1942
1943 /* If either player or container was destroyed, no need to do
1944 * further processing. I think this should be enclused with
1945 * spring trap above, as I don't think there is otherwise
1946 * any way for the treasure chest or player to get killed
1947 */
1948 if (op->destroyed () || tmp->destroyed ())
1949 break;
1950 }
1951
1952 if (!tmp->destroyed () && tmp->inv == NULL)
1953 decrease_ob (tmp);
1954
1955 }
1956
1957 /**
1958 * op eats food.
1959 * If player, takes care of messages and dragon special food.
1960 */
1961 static void
1962 apply_food (object *op, object *tmp)
1963 {
1964 int capacity_remaining;
1965
1966 if (op->type != PLAYER)
1967 op->stats.hp = op->stats.maxhp;
1968 else
1969 {
1970 /* check if this is a dragon (player), eating some flesh */
1971 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1972 ;
1973 else
1974 {
1975 /* usual case - no dragon meal: */
1976 if (op->stats.food + tmp->stats.food > 999)
1977 {
1978 if (tmp->type == FOOD || tmp->type == FLESH)
1979 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1980 else
1981 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1982 }
1983
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 {
1986 char buf[MAX_BUF];
1987
1988 if (!is_dragon_pl (op))
1989 {
1990 /* eating message for normal players */
1991 if (tmp->type == DRINK)
1992 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1993 else
1994 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 }
1996 else
1997 {
1998 /* eating message for dragon players */
1999 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2000 }
2001
2002 new_draw_info (NDI_UNIQUE, 0, op, buf);
2003 capacity_remaining = 999 - op->stats.food;
2004 op->stats.food += tmp->stats.food;
2005 if (capacity_remaining < tmp->stats.food)
2006 op->stats.hp += capacity_remaining / 50;
2007 else
2008 op->stats.hp += tmp->stats.food / 50;
2009 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999)
2012 op->stats.food = 999;
2013 }
2014
2015 /* special food hack -b.t. */
2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017 eat_special_food (op, tmp);
2018 }
2019 }
2020
2021 handle_apply_yield (tmp);
2022 decrease_ob (tmp);
2023 }
2024
2025 /**
2026 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * there is a chance for the dragon's skin to get improved.
2028 *
2029 * attributes:
2030 * object *op the object (dragon player) eating the flesh
2031 * object *meal the flesh item, getting chewed in dragon's mouth
2032 * return:
2033 * int 1 if eating successful, 0 if it doesn't work
2034 */
2035 int
2036 dragon_eat_flesh (object *op, object *meal)
2037 {
2038 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */
2041
2042 char buf[MAX_BUF]; /* tmp. string buffer */
2043 double chance; /* improvement-chance of one resistance type */
2044 double totalchance = 1; /* total chance of gaining one resistance */
2045 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2046 double mbonus = 0; /* monster bonus */
2047 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2048 int winners = 0; /* number of winners */
2049 int i; /* index */
2050
2051 /* let's make sure and doublecheck the parameters */
2052 if (meal->type != FLESH || !is_dragon_pl (op))
2053 return 0;
2054
2055 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2056 from the player's inventory */
2057 for (tmp = op->inv; tmp; tmp = tmp->below)
2058 if (tmp->type == FORCE)
2059 if (tmp->arch->archname == shstr_dragon_skin_force)
2060 skin = tmp;
2061 else if (tmp->arch->archname == shstr_dragon_ability_force)
2062 abil = tmp;
2063
2064 /* if either skin or ability are missing, this is an old player
2065 which is not to be considered a dragon -> bail out */
2066 if (skin == NULL || abil == NULL)
2067 return 0;
2068
2069 /* now start by filling stomache and health, according to food-value */
2070 if ((999 - op->stats.food) < meal->stats.food)
2071 op->stats.hp += (999 - op->stats.food) / 50;
2072 else
2073 op->stats.hp += meal->stats.food / 50;
2074 if (op->stats.hp > op->stats.maxhp)
2075 op->stats.hp = op->stats.maxhp;
2076
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2078
2079 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080
2081 /* on to the interesting part: chances for adding resistance */
2082 for (i = 0; i < NROFATTACKS; i++)
2083 {
2084 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2085 {
2086 /* got positive resistance, now calculate improvement chance (0-100) */
2087
2088 /* this bonus makes resistance increase easier at lower levels */
2089 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2090 if (i == abil->stats.exp)
2091 bonus += 5; /* additional bonus for resistance of ability-focus */
2092
2093 /* monster bonus increases with level, because high-level
2094 flesh is too rare */
2095 mbonus = op->level * 20. / ((double) settings.max_level);
2096
2097 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098 ((double) settings.max_level)) - skin->resist[i];
2099
2100 if (chance >= 0.)
2101 chance += 1.;
2102 else
2103 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104
2105 /* chance is proportional to amount of resistance (max. 50) */
2106 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2107
2108 /* doubled chance for resistance of ability-focus */
2109 if (i == abil->stats.exp)
2110 chance = MIN (100., chance * 2.);
2111
2112 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2113 if (rndm (10000) < (unsigned int) (chance * 100))
2114 {
2115 atnr_winner[winners] = i;
2116 winners++;
2117 }
2118
2119 if (chance >= 0.01)
2120 totalchance *= 1 - chance / 100;
2121
2122 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2123 }
2124 }
2125
2126 /* inverse totalchance as until now we have the failure-chance */
2127 totalchance = 100 - totalchance * 100;
2128 /* print message according to totalchance */
2129 if (totalchance > 50.)
2130 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2131 else if (totalchance > 10.)
2132 sprintf (buf, "The %s tasted very good.", &meal->name);
2133 else if (totalchance > 1.)
2134 sprintf (buf, "The %s tasted good.", &meal->name);
2135 else if (totalchance > 0.1)
2136 sprintf (buf, "The %s tasted bland.", &meal->name);
2137 else if (totalchance >= 0.01)
2138 sprintf (buf, "The %s had a boring taste.", &meal->name);
2139 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2140 sprintf (buf, "The %s tasted strange.", &meal->name);
2141 else
2142 sprintf (buf, "The %s had no taste.", &meal->name);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2144
2145 /* now choose a winner if we have any */
2146 i = -1;
2147 if (winners > 0)
2148 i = atnr_winner[RANDOM () % winners];
2149
2150 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2151 {
2152 /* resistance increased! */
2153 skin->resist[i]++;
2154 op->update_stats ();
2155
2156 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2157 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2158 }
2159
2160 /* if this flesh contains a new ability focus, we mark it
2161 into the ability_force and it will take effect on next level */
2162 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2163 {
2164 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2165
2166 if (meal->last_eat != abil->stats.exp)
2167 {
2168 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2169 new_draw_info (NDI_UNIQUE, 0, op, buf);
2170 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 }
2173 else
2174 {
2175 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 abil->last_eat = 0;
2178 }
2179 }
2180 return 1;
2181 }
2182
2183 /**
2184 * Handles applying an improve armor scroll.
2185 * Does some sanity checks, then calls improve_armour.
2186 */
2187 static void
2188 apply_armour_improver (object *op, object *tmp)
2189 {
2190 object *armor;
2191
2192 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2193 {
2194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2195 return;
2196 }
2197
2198 armor = find_marked_object (op);
2199
2200 if (!armor)
2201 {
2202 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2203 return;
2204 }
2205
2206 if (armor->type != ARMOUR
2207 && armor->type != CLOAK
2208 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2209 {
2210 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2211 return;
2212 }
2213
2214 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2215 improve_armour (op, tmp, armor);
2216 }
2217
2218 extern void
2219 apply_poison (object *op, object *tmp)
2220 {
2221 if (op->type == PLAYER)
2222 {
2223 op->contr->play_sound (sound_find ("drink_poison"));
2224 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2225 strcpy (op->contr->killer, "poisonous booze");
2226 }
2227
2228 if (tmp->stats.hp > 0)
2229 {
2230 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2232 }
2233
2234 op->stats.food -= op->stats.food / 4;
2235 handle_apply_yield (tmp);
2236 decrease_ob (tmp);
2237 }
2238
2239 /**
2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2241 * A valid 2 way exit means:
2242 * -You can come back (there is another exit at the other side)
2243 * -You are
2244 * ° the owner of the exit
2245 * ° or in the same party as the owner
2246 *
2247 * Note: a owner in a 2 way exit is saved as the owner's name
2248 * in the field exit->name cause the field exit->owner doesn't
2249 * survive in the swapping (in fact the whole exit doesn't survive).
2250 */
2251 int
2252 is_legal_2ways_exit (object *op, object *exit)
2253 {
2254 if (exit->stats.exp != 1)
2255 return 1; /*This is not a 2 way, so it is legal */
2256
2257 #if 0 //TODO
2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259 return 0; /* This is a reset town portal */
2260 #endif
2261
2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2263
2264 if (exitmap)
2265 {
2266 exitmap->load_sync ();
2267
2268 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2269
2270 if (!tmp)
2271 return 0;
2272
2273 for (; tmp; tmp = tmp->above)
2274 {
2275 if (tmp->type != EXIT)
2276 continue; /*Not an exit */
2277
2278 if (!EXIT_PATH (tmp))
2279 continue; /*Not a valid exit */
2280
2281 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2282 continue; /*Not in the same place */
2283
2284 if (exit->map->path != EXIT_PATH (tmp))
2285 continue; /*Not in the same map */
2286
2287 /* From here we have found the exit is valid. However we do
2288 * here the check of the exit owner. It is important for the
2289 * town portals to prevent strangers from visiting your appartments
2290 */
2291 if (!exit->race)
2292 return 1; /*No owner, free for all! */
2293
2294 object *exit_owner = 0;
2295
2296 for_all_players (pp)
2297 {
2298 if (!pp->ob)
2299 continue;
2300
2301 if (pp->ob->name != exit->race)
2302 continue;
2303
2304 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2305 break;
2306 }
2307
2308 if (!exit_owner)
2309 return 0; /* No more owner */
2310
2311 if (exit_owner->contr == op->contr)
2312 return 1; /*It is your exit */
2313
2314 if (exit_owner && /*There is a owner */
2315 (op->contr) && /*A player tries to pass */
2316 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2317 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2318 return 0;
2319
2320 return 1;
2321 }
2322 }
2323
2324 return 0;
2325 }
2326
2327 /**
2328 * Main apply handler.
2329 *
2330 * Checks for unpaid items before applying.
2331 *
2332 * Return value:
2333 * 0: player or monster can't apply objects of that type
2334 * 1: has been applied, or there was an error applying the object
2335 * 2: objects of that type can't be applied if not in inventory
2336 *
2337 * op is the object that is causing object to be applied, tmp is the object
2338 * being applied.
2339 *
2340 * aflag is special (always apply/unapply) flags. Nothing is done with
2341 * them in this function - they are passed to apply_special
2342 */
2343 int
2344 manual_apply (object *op, object *tmp, int aflag)
2345 {
2346 if (tmp->head)
2347 tmp = tmp->head;
2348
2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2350 {
2351 if (op->type == PLAYER)
2352 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2354 return 1;
2355 }
2356 else
2357 return 0; /* monsters just skip unpaid items */
2358 }
2359
2360 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2361 return RESULT_INT (0);
2362
2363 switch (tmp->type)
2364 {
2365 case CF_HANDLE:
2366 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2367 op->play_sound (sound_find ("turn_handle"));
2368 tmp->value = tmp->value ? 0 : 1;
2369 SET_ANIMATION (tmp, tmp->value);
2370 update_object (tmp, UP_OBJ_FACE);
2371 push_button (tmp);
2372 return 1;
2373
2374 case TRIGGER:
2375 if (check_trigger (tmp, op))
2376 {
2377 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2378 op->play_sound (sound_find ("turn_handle"));
2379 }
2380 else
2381 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2382
2383 return 1;
2384
2385 case EXIT:
2386 if (op->type != PLAYER)
2387 return 0;
2388
2389 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2390 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2391 else
2392 {
2393 /* Don't display messages for random maps. */
2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2395 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2396
2397 op->enter_exit (tmp);
2398 }
2399
2400 return 1;
2401
2402 case SIGN:
2403 apply_sign (op, tmp, 0);
2404 return 1;
2405
2406 case BOOK:
2407 if (op->type == PLAYER)
2408 {
2409 apply_book (op, tmp);
2410 return 1;
2411 }
2412 else
2413 return 0;
2414
2415 case SKILLSCROLL:
2416 if (op->type == PLAYER)
2417 {
2418 apply_skillscroll (op, tmp);
2419 return 1;
2420 }
2421 else
2422 return 0;
2423
2424 case SPELLBOOK:
2425 if (op->type == PLAYER)
2426 {
2427 apply_spellbook (op, tmp);
2428 return 1;
2429 }
2430 else
2431 return 0;
2432
2433 case SCROLL:
2434 apply_scroll (op, tmp, 0);
2435 return 1;
2436
2437 case POTION:
2438 apply_potion (op, tmp);
2439 return 1;
2440
2441 /* Eneq(@csd.uu.se): Handle apply on containers. */
2442 //TODO: remove, as it is unsed?
2443 case CLOSE_CON:
2444 apply_container (op, tmp->env);
2445 return 1;
2446
2447 case CONTAINER:
2448 apply_container (op, tmp);
2449 return 1;
2450
2451 case TREASURE:
2452 if (op->type == PLAYER)
2453 {
2454 apply_treasure (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case WEAPON:
2461 case ARMOUR:
2462 case BOOTS:
2463 case GLOVES:
2464 case AMULET:
2465 case GIRDLE:
2466 case BRACERS:
2467 case SHIELD:
2468 case HELMET:
2469 case RING:
2470 case CLOAK:
2471 case WAND:
2472 case ROD:
2473 case HORN:
2474 case SKILL:
2475 case BOW:
2476 case LAMP:
2477 case BUILDER:
2478 case SKILL_TOOL:
2479 if (tmp->env != op)
2480 return 2; /* not in inventory */
2481
2482 apply_special (op, tmp, aflag);
2483 return 1;
2484
2485 case DRINK:
2486 case FOOD:
2487 case FLESH:
2488 apply_food (op, tmp);
2489 return 1;
2490
2491 case POISON:
2492 apply_poison (op, tmp);
2493 return 1;
2494
2495 case SAVEBED:
2496 return 1;
2497
2498 case ARMOUR_IMPROVER:
2499 if (op->type == PLAYER)
2500 {
2501 apply_armour_improver (op, tmp);
2502 return 1;
2503 }
2504 else
2505 return 0;
2506
2507 case WEAPON_IMPROVER:
2508 check_improve_weapon (op, tmp);
2509 return 1;
2510
2511 case CLOCK:
2512 if (op->type == PLAYER)
2513 {
2514 char buf[MAX_BUF];
2515 timeofday_t tod;
2516
2517 get_tod (&tod);
2518 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2519 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2520 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2521 op->play_sound (sound_find ("sound_clock"));
2522 new_draw_info (NDI_UNIQUE, 0, op, buf);
2523 return 1;
2524 }
2525 else
2526 return 0;
2527
2528 case MENU:
2529 if (op->type == PLAYER)
2530 {
2531 shop_listing (tmp, op);
2532 return 1;
2533 }
2534 else
2535 return 0;
2536
2537 case POWER_CRYSTAL:
2538 apply_power_crystal (op, tmp); /* see egoitem.c */
2539 return 1;
2540
2541 case LIGHTER: /* for lighting torches/lanterns/etc */
2542 if (op->type == PLAYER)
2543 {
2544 apply_lighter (op, tmp);
2545 return 1;
2546 }
2547 else
2548 return 0;
2549
2550 case ITEM_TRANSFORMER:
2551 apply_item_transformer (op, tmp);
2552 return 1;
2553
2554 default:
2555 return 0;
2556 }
2557 }
2558
2559
2560 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2561 * messages as needed by player_apply_below(). But there can still be
2562 * "but you are floating high above the ground" messages.
2563 *
2564 * Same return value as apply() function.
2565 */
2566 int
2567 player_apply (object *pl, object *op, int aflag, int quiet)
2568 {
2569 int tmp;
2570
2571 if (op->env && (pl->move_type & MOVE_FLYING))
2572 {
2573 /* player is flying and applying object not in inventory */
2574 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2575 {
2576 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2577 return 0;
2578 }
2579 }
2580
2581 pl->contr->last_used = op;
2582
2583 tmp = manual_apply (pl, op, aflag);
2584 if (!quiet)
2585 {
2586 if (tmp == 0)
2587 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2588 else if (tmp == 2)
2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2590 }
2591
2592 return tmp;
2593 }
2594
2595 /**
2596 * player_apply_below attempts to apply the object 'below' the player.
2597 * If the player has an open container, we use that for below, otherwise
2598 * we use the ground.
2599 */
2600 void
2601 player_apply_below (object *pl)
2602 {
2603 int floors = 0;
2604
2605 /* If using a container, set the starting item to be the top
2606 * item in the container. Otherwise, use the map.
2607 * This is perhaps more complicated. However, I want to make sure that
2608 * we don't use a corrupt pointer for the next object, so we get the
2609 * next object in the stack before applying. This is can only be a
2610 * problem if player_apply() has a bug in that it uses the object but does
2611 * not return a proper value.
2612 */
2613 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2614 {
2615 next = tmp->below;
2616
2617 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2618 floors++;
2619 else if (floors > 0)
2620 return; /* process only floor objects after first floor object */
2621
2622 /* If it is visible, player can apply it. If it is applied by
2623 * person moving on it, also activate. Added code to make it
2624 * so that at least one of players movement types be that which
2625 * the item needs.
2626 */
2627 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2628 {
2629 if (player_apply (pl, tmp, 0, 1) == 1)
2630 return;
2631 }
2632 if (floors >= 2)
2633 return; /* process at most two floor objects */
2634 }
2635 }
2636
2637 /**
2638 * Unapplies specified item.
2639 * No check done on cursed/damned.
2640 * Break this out of apply_special - this is just done
2641 * to keep the size of apply_special to a more managable size.
2642 */
2643 static int
2644 unapply_special (object *who, object *op, int aflags)
2645 {
2646 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2647 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2648 return RESULT_INT (0);
2649
2650 CLEAR_FLAG (op, FLAG_APPLIED);
2651
2652 switch (op->type)
2653 {
2654 case SKILL_TOOL:
2655 // unapplying a skill tool should also unapply the skill it governs
2656 // but this is hard, as it shouldn't do so when the skill can
2657 // be used for other reasons
2658 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->skill == op->skill
2660 && tmp->type == SKILL
2661 && tmp->flag [FLAG_APPLIED]
2662 && !tmp->flag [FLAG_CAN_USE_SKILL])
2663 unapply_special (who, tmp, 0);
2664
2665 change_abil (who, op);
2666 break;
2667
2668 case WEAPON:
2669 if (player *pl = who->contr)
2670 if (op == pl->combat_ob)
2671 {
2672 pl->combat_ob = 0;
2673 who->change_weapon (pl->ranged_ob);
2674 }
2675
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2677
2678 change_abil (who, op);
2679 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2680 break;
2681
2682 case SKILL:
2683 if (who->contr)
2684 {
2685 if (!op->invisible)
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2687 else
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2689 }
2690
2691 change_abil (who, op);
2692 CLEAR_FLAG (who, FLAG_READY_SKILL);
2693 break;
2694
2695 case ARMOUR:
2696 case HELMET:
2697 case SHIELD:
2698 case RING:
2699 case BOOTS:
2700 case GLOVES:
2701 case AMULET:
2702 case GIRDLE:
2703 case BRACERS:
2704 case CLOAK:
2705 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2706 change_abil (who, op);
2707 break;
2708
2709 case LAMP:
2710 {
2711 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2712
2713 object *tmp2 = arch_to_object (op->other_arch);
2714 tmp2->x = op->x;
2715 tmp2->y = op->y;
2716 tmp2->map = op->map;
2717 tmp2->below = op->below;
2718 tmp2->above = op->above;
2719 tmp2->stats.food = op->stats.food;
2720 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2721
2722 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2723 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2724
2725 if (who->contr)
2726 esrv_del_item (who->contr, op->count);
2727
2728 op->destroy ();
2729 insert_ob_in_ob (tmp2, who);
2730 who->update_stats ();
2731
2732 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2733 {
2734 if (who->contr)
2735 {
2736 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2737 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2738 }
2739 }
2740
2741 if (who->contr)
2742 esrv_send_item (who, tmp2);
2743 }
2744
2745 return 1; /* otherwise, an attempt to drop causes problems */
2746
2747 case BOW:
2748 case WAND:
2749 case ROD:
2750 case HORN:
2751 if (player *pl = who->contr)
2752 {
2753 if (op == pl->ranged_ob)
2754 {
2755 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob);
2757 }
2758
2759 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2760 }
2761 else
2762 {
2763 who->change_skill (0);
2764
2765 if (op->type == BOW)
2766 CLEAR_FLAG (who, FLAG_READY_BOW);
2767 else
2768 CLEAR_FLAG (who, FLAG_READY_RANGE);
2769 }
2770
2771 break;
2772
2773 case BUILDER:
2774 if (who->contr)
2775 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2776 break;
2777
2778 default:
2779 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2780 break;
2781 }
2782
2783 who->update_stats ();
2784
2785 if (!(aflags & AP_NO_MERGE))
2786 {
2787 object *tmp = merge_ob (op, 0);
2788
2789 if (who->contr)
2790 {
2791 if (tmp)
2792 { /* it was merged */
2793 esrv_del_item (who->contr, op->count);
2794 op = tmp;
2795 }
2796
2797 esrv_send_item (who, op);
2798 }
2799 }
2800
2801 return 0;
2802 }
2803
2804 /**
2805 * Returns the object that is using location 'loc'.
2806 * Note that 'start' is the first object to start examing - we
2807 * then go through the below of this. In this way, you can do
2808 * something like:
2809 * tmp = get_next_item_from_body_location(who->inv, 1);
2810 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2811 * to find the second object that may use this location, etc.
2812 * Returns NULL if no match is found.
2813 * loc is the index into the array we are looking for a match.
2814 * don't return invisible objects unless they are skill objects
2815 * invisible other objects that use
2816 * up body locations can be used as restrictions.
2817 */
2818 static object *
2819 get_next_item_from_body_location (int loc, object *start)
2820 {
2821 for (object *tmp = start; tmp; tmp = tmp->below)
2822 if (tmp->flag [FLAG_APPLIED]
2823 && tmp->slot[loc].info
2824 && (!tmp->invisible || tmp->type == SKILL))
2825 return tmp;
2826
2827 return 0;
2828 }
2829
2830 /**
2831 * 'op' wants to apply an object, but can't because of other equipment.
2832 * This should only be called when it is known
2833 * that there are objects to unapply. This makes pretty heavy
2834 * use of get_item_from_body_location. It makes no intelligent choice
2835 * on objects - rather, the first that is matched is used.
2836 * Returns 0 on success, returns 1 if there is some problem.
2837 * if aflags is AP_PRINT, we instead print out waht to unapply
2838 * instead of doing it. This is a lot less code than having
2839 * another function that does just that.
2840 */
2841
2842 #define CANNOT_REMOVE_CURSED \
2843 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>"
2846
2847 int
2848 unapply_for_ob (object *who, object *op, int aflags)
2849 {
2850 if (op->is_range ())
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2853 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2854 {
2855 if (aflags & AP_PRINT)
2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2857 else
2858 unapply_special (who, tmp, aflags);
2859 }
2860 else
2861 {
2862 /* In this case, we want to try and remove a cursed item.
2863 * While we know it won't work, we want unapply_special to
2864 * at least generate the message.
2865 */
2866 new_draw_info_format (NDI_UNIQUE, 0, who,
2867 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2868 query_name (tmp));
2869 return 1;
2870 }
2871
2872 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2873 {
2874 /* this used up a slot that we need to free */
2875 if (op->slot[i].info)
2876 {
2877 object *last = who->inv;
2878
2879 /* We do a while loop - may need to remove several items in order
2880 * to free up enough slots.
2881 */
2882 while ((who->slot[i].used + op->slot[i].info) < 0)
2883 {
2884 object *tmp = get_next_item_from_body_location (i, last);
2885
2886 if (!tmp)
2887 {
2888 #if 0
2889 /* Not a bug - we'll get this if the player has cursed items
2890 * equipped.
2891 */
2892 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2893 #endif
2894 return 1;
2895 }
2896
2897 /* If we are just printing, we don't care about cursed status */
2898 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2899 {
2900 if (aflags & AP_PRINT)
2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2902 else
2903 unapply_special (who, tmp, aflags);
2904 }
2905 else
2906 {
2907 /* Cursed item that we can't unequip - tell the player.
2908 * Note this could be annoying if this is just one of a few,
2909 * so it may not be critical (eg, putting on a ring and you have
2910 * one cursed ring.)
2911 */
2912 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2913 }
2914
2915 last = tmp->below;
2916 }
2917 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2918 * return in the !tmp would have kicked in.
2919 */
2920 } /* if op is using this body location */
2921 } /* for body lcoations */
2922
2923 return 0;
2924 }
2925
2926 /**
2927 * Checks to see if 'who' can apply object 'op'.
2928 * Returns 0 if apply can be done without anything special.
2929 * Otherwise returns a bitmask - potentially several of these may be
2930 * set, but largely depends on circumstance - in the future, processing
2931 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2932 * is set, do we really care what the other flags may be?)
2933 *
2934 * See include/define.h for detailed description of the meaning of
2935 * these return values.
2936 */
2937 int
2938 can_apply_object (object *who, object *op)
2939 {
2940 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2941 return RESULT_INT (0);
2942
2943 int retval = 0;
2944 object *tmp = 0, *ws = 0;
2945
2946 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2947 {
2948 if (op->slot[i].info)
2949 {
2950 /* Item uses more slots than we have */
2951 if (who->slot[i].info + op->slot [i].info < 0)
2952 {
2953 /* Could return now for efficiency - rest of info below isn't
2954 * really needed.
2955 */
2956 retval |= CAN_APPLY_NEVER;
2957 }
2958 else if (who->slot[i].used + op->slot[i].info < 0)
2959 {
2960 /* in this case, equipping this would use more free spots than
2961 * we have.
2962 */
2963
2964 /* if we have an applied weapon/shield, and unapply it would free
2965 * enough slots to equip the new item, then just set "can
2966 * apply unapply". We don't care about the logic below - if you have a
2967 * shield equipped and try to equip another shield, there is only
2968 * one choice. However, the check for the number of body locations
2969 * does take into the account cases where what is being applied
2970 * may be two handed for example.
2971 */
2972 if (ws)
2973 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2974 {
2975 retval |= CAN_APPLY_UNAPPLY;
2976 continue;
2977 }
2978
2979 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2980 if (!tmp1)
2981 {
2982 #if 0
2983 /* This is sort of an error, but happens a lot when old players
2984 * join in with more stuff equipped than they are now allowed.
2985 */
2986 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2987 #endif
2988 retval |= CAN_APPLY_NEVER;
2989 }
2990 else
2991 {
2992 /* need to unapply something. However, if this something
2993 * is different than we had found before, it means they need
2994 * to apply multiple objects
2995 */
2996 retval |= CAN_APPLY_UNAPPLY;
2997
2998 if (!tmp)
2999 tmp = tmp1;
3000 else if (tmp != tmp1)
3001 retval |= CAN_APPLY_UNAPPLY_MULT;
3002
3003 /* This object isn't using up all the slots, so there must
3004 * be another. If so, and it the new item doesn't need all
3005 * the slots, the player then has a choice.
3006 */
3007 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3008 && abs (op->slot[i].info) < who->slot[i].info)
3009 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3010
3011 /* Does unequippint 'tmp1' free up enough slots for this to be
3012 * equipped? If not, there must be something else to unapply.
3013 */
3014 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3015 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 }
3017 } /* if not enough free slots */
3018 } /* if this object uses location i */
3019 } /* for i -> num_body_locations loop */
3020
3021 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3022 * really be controlled by use of body locations. We do have
3023 * the weapon/shield checks, and the range checks for monsters,
3024 * because you can't control those just by body location - bows, shields,
3025 * and weapons all use the same slot. Similar for horn/rod/wand - they
3026 * all use the same location.
3027 */
3028 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3029 retval |= CAN_APPLY_RESTRICTION;
3030
3031 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3032 retval |= CAN_APPLY_RESTRICTION;
3033
3034 if (who->type != PLAYER)
3035 {
3036 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3037 retval |= CAN_APPLY_RESTRICTION;
3038
3039 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3040 retval |= CAN_APPLY_RESTRICTION;
3041
3042 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3043 retval |= CAN_APPLY_RESTRICTION;
3044
3045 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION;
3047 }
3048
3049 return retval;
3050 }
3051
3052 /**
3053 * who is the object using the object. It can be a monster.
3054 * op is the object they are using. op is an equipment type item,
3055 * eg, one which you put on and keep on for a while, and not something
3056 * like a potion or scroll.
3057 *
3058 * function returns 1 if the action could not be completed, 0 on
3059 * success. However, success is a matter of meaning - if the
3060 * user passes the 'apply' flag to an object already applied,
3061 * nothing is done, and 0 is returned.
3062 *
3063 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3064 * AP_UNAPPLY=always unapply).
3065 *
3066 * Optional flags:
3067 * AP_NO_MERGE: don't merge an unapplied object with other objects
3068 * AP_IGNORE_CURSE: unapply cursed items
3069 * AP_NO_READY: do not ready skills when applying skill tools
3070 *
3071 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3072 *
3073 * apply_special() doesn't check for unpaid items.
3074 */
3075
3076 #define LACK_ITEM_POWER \
3077 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3078
3079 int
3080 apply_special (object *who, object *op, int aflags)
3081 {
3082 int basic_flag = aflags & AP_BASIC_FLAGS;
3083 object *tmp, *tmp2, *skop = NULL;
3084
3085 if (who == NULL)
3086 {
3087 LOG (llevError, "apply_special() from object without environment.\n");
3088 return 1;
3089 }
3090
3091 if (op->env != who)
3092 return 1; /* op is not in inventory */
3093
3094 /* trying to unequip op */
3095 if (QUERY_FLAG (op, FLAG_APPLIED))
3096 {
3097 /* always apply, so no reason to unapply */
3098 if (basic_flag == AP_APPLY)
3099 return 0;
3100
3101 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3102 {
3103 new_draw_info_format (NDI_UNIQUE, 0, who,
3104 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3105 query_name (op));
3106 return 1;
3107 }
3108
3109 return unapply_special (who, op, aflags);
3110 }
3111
3112 if (basic_flag == AP_UNAPPLY)
3113 return 0;
3114
3115 // if the item is combat/ranged, wield the relevant slot first
3116 // to resolve conflicts.
3117 if (player *pl = who->contr)
3118 switch (op->slottype ())
3119 {
3120 case slot_combat: who->change_weapon (pl->combat_ob); break;
3121 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3122 }
3123
3124 splay (op);
3125
3126 /* Can't just apply this object. Lets see what not and what to do */
3127 if (int i = can_apply_object (who, op))
3128 {
3129 if (i & CAN_APPLY_NEVER)
3130 {
3131 new_draw_info_format (NDI_UNIQUE, 0, who,
3132 "You don't have the body to use a %s. H<You can never apply this item.>",
3133 query_name (op));
3134 return 1;
3135 }
3136 else if (i & CAN_APPLY_RESTRICTION)
3137 {
3138 new_draw_info_format (NDI_UNIQUE, 0, who,
3139 "You have a prohibition against using a %s. "
3140 "H<Your belief, profession or class prevents you from applying this item.>",
3141 query_name (op));
3142 return 1;
3143 }
3144
3145 if (who->type != PLAYER)
3146 {
3147 /* Some error, so don't try to equip something more */
3148 if (unapply_for_ob (who, op, aflags))
3149 return 1;
3150 }
3151 else
3152 {
3153 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3154 {
3155 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3156 unapply_for_ob (who, op, AP_PRINT);
3157 return 1;
3158 }
3159 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3160 if (unapply_for_ob (who, op, aflags))
3161 return 1;
3162 }
3163 }
3164
3165 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3166 {
3167 skop = find_skill_by_name (who, op->skill);
3168
3169 if (!skop)
3170 {
3171 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3172 return 1;
3173 }
3174 else
3175 /* While experience will be credited properly, we want to change the
3176 * skill so that the dam and wc get updated
3177 */
3178 who->change_skill (skop);
3179 }
3180
3181 if (who->type == PLAYER
3182 && op->item_power
3183 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3184 {
3185 new_draw_info (NDI_UNIQUE, 0, who,
3186 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3187 return 1;
3188 }
3189
3190 /* Ok. We are now at the state where we can apply the new object.
3191 * Note that we don't have the checks for can_use_...
3192 * below - that is already taken care of by can_apply_object.
3193 */
3194 if (op->nrof > 1)
3195 tmp = get_split_ob (op, op->nrof - 1);
3196 else
3197 tmp = 0;
3198
3199 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3200 return RESULT_INT (0);
3201
3202 switch (op->type)
3203 {
3204 case WEAPON:
3205 if (!check_weapon_power (who, op->last_eat))
3206 {
3207 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3208 "It would consume your soul!." LACK_ITEM_POWER);
3209
3210 if (tmp)
3211 insert_ob_in_ob (tmp, who);
3212
3213 return 1;
3214 }
3215
3216 //TODO: this obviously fails for players using a shorter prefix
3217 // i.e. "R" can use Ragnarok's sword.
3218 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3219 {
3220 /* if the weapon does not have the name as the character, can't use it. */
3221 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3222 new_draw_info (NDI_UNIQUE, 0, who,
3223 "The weapon does not recognize you as its owner. "
3224 "H<Its name indicates that it belongs to somebody else.>");
3225
3226 if (tmp)
3227 insert_ob_in_ob (tmp, who);
3228
3229 return 1;
3230 }
3231
3232 if (!skop)
3233 {
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3235 return 1;
3236 }
3237
3238 SET_FLAG (op, FLAG_APPLIED);
3239 who->change_skill (skop);
3240
3241 if (who->contr)
3242 who->change_weapon (who->contr->combat_ob = op);
3243
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3245
3246 SET_FLAG (who, FLAG_READY_WEAPON);
3247 change_abil (who, op);
3248 break;
3249
3250 case ARMOUR:
3251 case HELMET:
3252 case SHIELD:
3253 case BOOTS:
3254 case GLOVES:
3255 case GIRDLE:
3256 case BRACERS:
3257 case CLOAK:
3258 case RING:
3259 case AMULET:
3260 SET_FLAG (op, FLAG_APPLIED);
3261 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3262 change_abil (who, op);
3263 break;
3264
3265 case LAMP:
3266 if (op->stats.food < 1)
3267 {
3268 new_draw_info_format (NDI_UNIQUE, 0, who,
3269 "Your %s is out of fuel! "
3270 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3271 return 1;
3272 }
3273
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3275 tmp2 = arch_to_object (op->other_arch);
3276 tmp2->stats.food = op->stats.food;
3277 SET_FLAG (tmp2, FLAG_APPLIED);
3278
3279 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3280 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3281
3282 insert_ob_in_ob (tmp2, who);
3283
3284 /* Remove the old lantern */
3285 if (who->type == PLAYER)
3286 esrv_del_item (who->contr, op->count);
3287
3288 op->destroy ();
3289
3290 /* insert the portion that was split off */
3291 if (tmp)
3292 {
3293 insert_ob_in_ob (tmp, who);
3294 if (who->type == PLAYER)
3295 esrv_send_item (who, tmp);
3296 }
3297
3298 who->update_stats ();
3299
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER)
3302 {
3303 new_draw_info (NDI_UNIQUE, 0, who,
3304 "Oops, it feels deadly cold! "
3305 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3306 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3307 }
3308
3309 if (who->type == PLAYER)
3310 esrv_send_item (who, tmp2);
3311
3312 return 0;
3313
3314 case SKILL_TOOL:
3315 // applying a skill tool also readies the skill
3316 SET_FLAG (op, FLAG_APPLIED);
3317
3318 if (!(aflags & AP_NO_READY))
3319 {
3320 skop = find_skill_by_name (who, op->skill);
3321 if (!skop->flag [FLAG_APPLIED])
3322 apply_special (who, skop, AP_APPLY);
3323 }
3324 break;
3325
3326 case SKILL:
3327 if (player *pl = who->contr)
3328 {
3329 if (IS_COMBAT_SKILL (op->subtype))
3330 {
3331 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3332 {
3333 for (object *item = who->inv; item; item = item->below)
3334 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3335 {
3336 if (item->skill == op->skill)
3337 {
3338 who->change_weapon (pl->combat_ob = item);
3339 goto found_weapon;
3340 }
3341 }
3342
3343 new_draw_info_format (NDI_UNIQUE, 0, who,
3344 "You need to apply a '%s' melee weapon before readying this skill. "
3345 "H<Some skills need an item, in this case a melee weapon, to function.>",
3346 &op->skill);
3347 return 1;
3348
3349 found_weapon:;
3350 }
3351 else
3352 who->change_weapon (pl->combat_ob = op);
3353 }
3354 else if (IS_RANGED_SKILL (op->subtype))
3355 {
3356 if (skill_flags [op->subtype] & SF_NEED_BOW)
3357 {
3358 for (object *item = who->inv; item; item = item->below)
3359 if (item->type == BOW && item->flag [FLAG_APPLIED])
3360 {
3361 //TODO: bows should/must all have skill missile weapon right now
3362 who->change_weapon (pl->ranged_ob = item);
3363 goto found_bow;
3364 }
3365
3366 new_draw_info (NDI_UNIQUE, 0, who,
3367 "You need to apply a missile weapon before readying this skill. "
3368 "H<Some skills need an item, in this case a missile weapon, to function.>");
3369 return 1;
3370
3371 found_bow:;
3372 }
3373 else
3374 who->change_weapon (pl->ranged_ob = op);
3375 }
3376
3377 if (!op->invisible)
3378 {
3379 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3380 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3381 }
3382 else
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3384 }
3385 else
3386 {
3387 SET_FLAG (op, FLAG_APPLIED);
3388 change_abil (who, op);
3389 who->chosen_skill = op;
3390 SET_FLAG (who, FLAG_READY_SKILL);
3391 }
3392
3393 break;
3394
3395 case BOW:
3396 if (!check_weapon_power (who, op->last_eat))
3397 {
3398 new_draw_info (NDI_UNIQUE, 0, who,
3399 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400
3401 if (tmp)
3402 insert_ob_in_ob (tmp, who);
3403
3404 return 1;
3405 }
3406
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 {
3409 new_draw_info (NDI_UNIQUE, 0, who,
3410 "The weapon does not recognize you as its owner. "
3411 "H<Its name indicates that it belongs to somebody else.>");
3412 if (tmp)
3413 insert_ob_in_ob (tmp, who);
3414
3415 return 1;
3416 }
3417
3418 /*FALLTHROUGH*/
3419 case WAND:
3420 case ROD:
3421 case HORN:
3422 /* check for skill, alter player status */
3423
3424 if (!skop)
3425 {
3426 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3427 return 1;
3428 }
3429
3430 SET_FLAG (op, FLAG_APPLIED);
3431 who->change_skill (skop);
3432
3433 if (who->contr)
3434 {
3435 who->contr->ranged_ob = op;
3436
3437 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3438
3439 if (op->type == BOW)
3440 {
3441 who->current_weapon = op;
3442 change_abil (who, op);
3443 new_draw_info_format (NDI_UNIQUE, 0, who,
3444 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3445 }
3446 }
3447 else
3448 {
3449 if (op->type == BOW)
3450 SET_FLAG (who, FLAG_READY_BOW);
3451 else
3452 SET_FLAG (who, FLAG_READY_RANGE);
3453 }
3454
3455 break;
3456
3457 case BUILDER:
3458 if (who->type == PLAYER)
3459 {
3460 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3461 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3462 unapply_special (who, who->contr->ranged_ob, 0);
3463
3464 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3465
3466 who->contr->ranged_ob = op;
3467 }
3468 break;
3469
3470 default:
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3472 } /* end of switch op->type */
3473
3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (tmp)
3477 tmp = insert_ob_in_ob (tmp, who);
3478
3479 who->update_stats ();
3480
3481 /* We exclude spell casting objects. The fire code will set the
3482 * been applied flag when they are used - until that point,
3483 * you don't know anything about them.
3484 */
3485 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3486 SET_FLAG (op, FLAG_BEEN_APPLIED);
3487
3488 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3489 if (who->type == PLAYER)
3490 {
3491 new_draw_info (NDI_UNIQUE, 0, who,
3492 "Oops, it feels deadly cold! "
3493 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3494 SET_FLAG (op, FLAG_KNOWN_CURSED);
3495 }
3496
3497 if (who->type == PLAYER)
3498 {
3499 /* if multiple objects were applied, update both slots */
3500 if (tmp)
3501 esrv_send_item (who, tmp);
3502
3503 esrv_send_item (who, op);
3504 }
3505
3506 return 0;
3507 }
3508
3509 int
3510 monster_apply_special (object *who, object *op, int aflags)
3511 {
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3513 return 1;
3514
3515 return apply_special (who, op, aflags);
3516 }
3517
3518 /**
3519 * Map was just loaded, handle op's initialisation.
3520 *
3521 * Generates shop floor's item, and treasures.
3522 */
3523 int
3524 auto_apply (object *op)
3525 {
3526 object *tmp = NULL, *tmp2;
3527 int i;
3528
3529 switch (op->type)
3530 {
3531 case SHOP_FLOOR:
3532 if (!op->has_random_items ())
3533 return 0;
3534
3535 do
3536 {
3537 i = 10; /* let's give it 10 tries */
3538 while ((tmp = generate_treasure (op->randomitems,
3539 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3540 if (tmp == NULL)
3541 return 0;
3542 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3543 {
3544 tmp->destroy ();
3545 tmp = NULL;
3546 }
3547 }
3548 while (!tmp);
3549
3550 tmp->x = op->x;
3551 tmp->y = op->y;
3552 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify (tmp);
3556 break;
3557
3558 case TREASURE:
3559 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560 return 0;
3561
3562 while (op->stats.hp-- > 0)
3563 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3564 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3565
3566 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects.
3570 */
3571 for (tmp = op->inv; tmp; tmp = tmp2)
3572 {
3573 tmp2 = tmp->below;
3574 tmp->remove ();
3575
3576 if (op->env)
3577 insert_ob_in_ob (tmp, op->env);
3578 else
3579 tmp->destroy ();
3580 }
3581
3582 op->destroy ();
3583 break;
3584 }
3585 return tmp ? 1 : 0;
3586 }
3587
3588 /**
3589 * fix_auto_apply goes through the entire map every time a map
3590 * is loaded or swapped in and performs special actions for
3591 * certain objects (most initialization of chests and creation of
3592 * treasures and stuff). Calls auto_apply if appropriate.
3593 */
3594 void
3595 maptile::fix_auto_apply ()
3596 {
3597 if (!spaces)
3598 return;
3599
3600 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3601 for (object *tmp = ms->bot; tmp; )
3602 {
3603 object *above = tmp->above;
3604
3605 if (tmp->inv)
3606 {
3607 object *invtmp, *invnext;
3608
3609 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3610 {
3611 invnext = invtmp->below;
3612
3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3614 auto_apply (invtmp);
3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3616 {
3617 while ((invtmp->stats.hp--) > 0)
3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619
3620 invtmp->randomitems = NULL;
3621 }
3622 else if (invtmp && invtmp->arch
3623 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3624 {
3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3626 /* Need to clear this so that we never try to create
3627 * treasure again for this object
3628 */
3629 invtmp->randomitems = NULL;
3630 }
3631 }
3632 /* This is really temporary - the code at the bottom will
3633 * also set randomitems to null. The problem is there are bunches
3634 * of maps/players already out there with items that have spells
3635 * which haven't had the randomitems set to null yet.
3636 * MSW 2004-05-13
3637 *
3638 * And if it's a spellbook, it's better to set randomitems to NULL too,
3639 * else you get two spells in the book ^_-
3640 * Ryo 2004-08-16
3641 */
3642 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3643 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3644 tmp->randomitems = NULL;
3645
3646 }
3647
3648 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649 auto_apply (tmp);
3650 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3651 {
3652 while ((tmp->stats.hp--) > 0)
3653 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3654 tmp->randomitems = NULL;
3655 }
3656 else if (tmp->type == TIMED_GATE)
3657 {
3658 object *head = tmp->head != NULL ? tmp->head : tmp;
3659
3660 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3661 tmp->set_speed (0);
3662 }
3663 /* This function can be called everytime a map is loaded, even when
3664 * swapping back in. As such, we don't want to create the treasure
3665 * over and ove again, so after we generate the treasure, blank out
3666 * randomitems so if it is swapped in again, it won't make anything.
3667 * This is a problem for the above objects, because they have counters
3668 * which say how many times to make the treasure.
3669 */
3670 else if (tmp && tmp->arch && tmp->type != PLAYER
3671 && tmp->type != TREASURE && tmp->type != SPELL
3672 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3673 {
3674 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3675 tmp->randomitems = NULL;
3676 }
3677
3678 // close all containers
3679 else if (tmp->type == CONTAINER)
3680 tmp->flag [FLAG_APPLIED] = 0;
3681
3682 tmp = above;
3683 }
3684
3685 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688 check_trigger (tmp, tmp->above);
3689 }
3690
3691 /**
3692 * Handles player eating food that temporarily changes status (resistances, stats).
3693 * This used to call cast_change_attr(), but
3694 * that doesn't work with the new spell code. Since we know what
3695 * the food changes, just grab a force and use that instead.
3696 */
3697 void
3698 eat_special_food (object *who, object *food)
3699 {
3700 object *force;
3701 int i, did_one = 0;
3702
3703 force = get_archetype (FORCE_NAME);
3704
3705 for (i = 0; i < NUM_STATS; i++)
3706 if (sint8 k = food->stats.stat (i))
3707 {
3708 force->stats.stat (i) = k;
3709 did_one = 1;
3710 }
3711
3712 /* check if we can protect the eater */
3713 for (i = 0; i < NROFATTACKS; i++)
3714 {
3715 if (food->resist[i] > 0)
3716 {
3717 force->resist[i] = food->resist[i] / 2;
3718 did_one = 1;
3719 }
3720 }
3721
3722 if (did_one)
3723 {
3724 force->set_speed (0.1);
3725 /* bigger morsel of food = longer effect time */
3726 force->duration = food->stats.food / 5;
3727 SET_FLAG (force, FLAG_APPLIED);
3728 change_abil (who, force);
3729 insert_ob_in_ob (force, who);
3730 }
3731 else
3732 force->destroy ();
3733
3734 /* check for hp, sp change */
3735 if (food->stats.hp != 0)
3736 {
3737 if (QUERY_FLAG (food, FLAG_CURSED))
3738 {
3739 assign (who->contr->killer, food->name);
3740 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3741 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3742 }
3743 else
3744 {
3745 if (food->stats.hp > 0)
3746 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3747 else
3748 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3749 who->stats.hp += food->stats.hp;
3750 }
3751 }
3752 if (food->stats.sp != 0)
3753 {
3754 if (QUERY_FLAG (food, FLAG_CURSED))
3755 {
3756 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3757 who->stats.sp -= food->stats.sp;
3758 if (who->stats.sp < 0)
3759 who->stats.sp = 0;
3760 }
3761 else
3762 {
3763 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3764 who->stats.sp += food->stats.sp;
3765 /* place limit on max sp from food? */
3766 }
3767 }
3768 who->update_stats ();
3769 }
3770
3771 /**
3772 * Designed primarily to light torches/lanterns/etc.
3773 * Also burns up burnable material too. First object in the inventory is
3774 * the selected object to "burn". -b.t.
3775 */
3776 void
3777 apply_lighter (object *who, object *lighter)
3778 {
3779 object *item;
3780 int is_player_env = 0;
3781
3782 item = find_marked_object (who);
3783 if (item)
3784 {
3785 if (lighter->last_eat && lighter->stats.food)
3786 { /* lighter gets used up */
3787 /* Split multiple lighters if they're being used up. Otherwise *
3788 * one charge from each would be used up. --DAMN */
3789 if (lighter->nrof > 1)
3790 {
3791 object *oneLighter = lighter->clone ();
3792
3793 lighter->nrof -= 1;
3794 oneLighter->nrof = 1;
3795 oneLighter->stats.food--;
3796 esrv_send_item (who, lighter);
3797 oneLighter = insert_ob_in_ob (oneLighter, who);
3798 esrv_send_item (who, oneLighter);
3799 }
3800 else
3801 lighter->stats.food--;
3802 }
3803 else if (lighter->last_eat)
3804 { /* no charges left in lighter */
3805 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3806 return;
3807 }
3808
3809 /* Perhaps we should split what we are trying to light on fire?
3810 * I can't see many times when you would want to light multiple
3811 * objects at once.
3812 */
3813
3814 if (who == item->in_player ())
3815 is_player_env = 1;
3816
3817 save_throw_object (item, AT_FIRE, who);
3818
3819 if (item->destroyed ())
3820 {
3821 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3822 /* Need to update the player so that the players glow radius
3823 * gets changed.
3824 */
3825 if (is_player_env)
3826 who->update_stats ();
3827 }
3828 else
3829 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3830 }
3831 else /* nothing to light */
3832 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3833
3834 }
3835
3836 /**
3837 * op made some mistake with a scroll, this takes care of punishment.
3838 * scroll_failure()- hacked directly from spell_failure
3839 */
3840 void
3841 scroll_failure (object *op, int failure, int power)
3842 {
3843 if (abs (failure / 4) > power)
3844 power = abs (failure / 4); /* set minimum effect */
3845
3846 if (failure <= -1 && failure > -15)
3847 { /* wonder */
3848 object *tmp;
3849
3850 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3851 tmp = get_archetype (SPELL_WONDER);
3852 cast_wonder (op, op, 0, tmp);
3853 tmp->destroy ();
3854 }
3855 else if (failure <= -15 && failure > -35)
3856 { /* drain mana */
3857 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3858 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859 if (op->stats.sp < 0)
3860 op->stats.sp = 0;
3861 }
3862 else if (settings.spell_failure_effects == TRUE)
3863 {
3864 if (failure <= -35 && failure > -60)
3865 { /* confusion */
3866 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3867 confuse_player (op, op, power);
3868 }
3869 else if (failure <= -60 && failure > -70)
3870 { /* paralysis */
3871 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3872 paralyze_player (op, op, power);
3873 }
3874 else if (failure <= -70 && failure > -80)
3875 { /* blind */
3876 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3877 blind_player (op, op, power);
3878 }
3879 else if (failure <= -80)
3880 { /* blast the immediate area */
3881 object *tmp = get_archetype (LOOSE_MANA);
3882 cast_magic_storm (op, tmp, power);
3883 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3884 tmp->destroy ();
3885 }
3886 }
3887 }
3888
3889 void
3890 apply_changes_to_player (object *pl, object *change)
3891 {
3892 int excess_stat = 0; /* if the stat goes over the maximum
3893 for the race, put the excess stat some
3894 where else. */
3895
3896 switch (change->type)
3897 {
3898 case CLASS:
3899 {
3900 living *stats = &(pl->contr->orig_stats);
3901 living *ns = &(change->stats);
3902 object *walk;
3903 int flag_change_face = 1;
3904
3905 /* the following code assigns stats up to the stat max
3906 * for the race, and if the stat max is exceeded,
3907 * tries to randomly reassign the excess stat
3908 */
3909 int i, j;
3910
3911 for (i = 0; i < NUM_STATS; i++)
3912 {
3913 int race_bonus = pl->arch->stats.stat (i);
3914 sint8 stat = stats->stat (i) + ns->stat (i);
3915
3916 if (stat > 20 + race_bonus)
3917 {
3918 excess_stat++;
3919 stat = 20 + race_bonus;
3920 }
3921
3922 stats->stat (i) = stat;
3923 }
3924
3925 for (j = 0; excess_stat > 0 && j < 100; j++)
3926 { /* try 100 times to assign excess stats */
3927 int i = rndm (0, 6);
3928
3929 if (i == CHA)
3930 continue; /* exclude cha from this */
3931
3932 int stat = stats->stat (i);
3933 int race_bonus = pl->arch->stats.stat (i);
3934 if (stat < 20 + race_bonus)
3935 {
3936 change_attr_value (stats, i, 1);
3937 excess_stat--;
3938 }
3939 }
3940
3941 /* insert the randomitems from the change's treasurelist into
3942 * the player ref: player.c
3943 */
3944 if (change->randomitems != NULL)
3945 give_initial_items (pl, change->randomitems);
3946
3947 /* set up the face, for some races. */
3948
3949 /* first, look for the force object banning
3950 * changing the face. Certain races never change face with class.
3951 */
3952 for (walk = pl->inv; walk != NULL; walk = walk->below)
3953 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3954 flag_change_face = 0;
3955
3956 if (flag_change_face)
3957 {
3958 pl->animation_id = GET_ANIM_ID (change);
3959 pl->face = change->face;
3960
3961 if (QUERY_FLAG (change, FLAG_ANIMATE))
3962 SET_FLAG (pl, FLAG_ANIMATE);
3963 else
3964 CLEAR_FLAG (pl, FLAG_ANIMATE);
3965 }
3966
3967 /* check the special case of can't use weapons */
3968 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3969 if (!strcmp (change->name, "monk"))
3970 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3971
3972 break;
3973 }
3974 }
3975 }
3976
3977 /**
3978 * This handles items of type 'transformer'.
3979 * Basically those items, used with a marked item, transform both items into something
3980 * else.
3981 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3982 * Change information is contained in the 'slaying' field of the marked item.
3983 * The format is as follow: transformer:[number ]yield[;transformer:...].
3984 * This way an item can be transformed in many things, and/or many objects.
3985 * The 'slaying' field for transformer is used as verb for the action.
3986 */
3987 void
3988 apply_item_transformer (object *pl, object *transformer)
3989 {
3990 object *marked;
3991 object *new_item;
3992 char *find;
3993 char *separator;
3994 int yield;
3995 char got[MAX_BUF];
3996 int len;
3997
3998 if (!pl || !transformer)
3999 return;
4000
4001 marked = find_marked_object (pl);
4002
4003 if (!marked)
4004 {
4005 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4006 return;
4007 }
4008
4009 if (!marked->slaying)
4010 {
4011 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4012 return;
4013 }
4014
4015 /* check whether they are compatible or not */
4016 find = strstr (marked->slaying, transformer->arch->archname);
4017 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4018 {
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4020 return;
4021 }
4022
4023 find += strlen (transformer->arch->archname) + 1;
4024 /* Item can be used, now find how many and what it yields */
4025 if (isdigit (*(find)))
4026 {
4027 yield = atoi (find);
4028 if (yield < 1)
4029 {
4030 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4031 yield = 1;
4032 }
4033 }
4034 else
4035 yield = 1;
4036
4037 while (isdigit (*find))
4038 find++;
4039 while (*find == ' ')
4040 find++;
4041
4042 memset (got, 0, MAX_BUF);
4043
4044 if ((separator = strchr (find, ';')) != NULL)
4045 len = separator - find;
4046 else
4047 len = strlen (find);
4048
4049 if (len > MAX_BUF - 1)
4050 len = MAX_BUF - 1;
4051
4052 strcpy (got, find);
4053 got[len] = '\0';
4054
4055 /* Now create new item, remove used ones when required. */
4056 new_item = get_archetype (got);
4057 if (!new_item)
4058 {
4059 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4060 return;
4061 }
4062
4063 new_item->nrof = yield;
4064 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4065 insert_ob_in_ob (new_item, pl);
4066 esrv_send_inventory (pl, pl);
4067 /* Eat up one item */
4068 decrease_ob_nr (marked, 1);
4069
4070 /* Eat one transformer if needed */
4071 if (transformer->stats.food)
4072 if (--transformer->stats.food == 0)
4073 decrease_ob_nr (transformer, 1);
4074 }