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Revision: 1.122
Committed: Sun Aug 12 05:59:25 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +5 -0 lines
Log Message:
- new type: INSCRIBABLE
- inscription only works on inscribable items (spellscrolls special cased)
- add new empty scroll, empty book and empty mailscroll archetypes
- use mailscroll in ipo.

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 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken.
907 */
908 #define CONV_FROM(xyz) xyz->slaying
909 #define CONV_TO(xyz) xyz->other_arch
910 #define CONV_NR(xyz) xyz->stats.sp
911 #define CONV_NEED(xyz) xyz->stats.food
912
913 /* Takes one items and makes another.
914 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything.
917 */
918 int
919 convert_item (object *item, object *converter)
920 {
921 int nr = 0;
922 uint32 price_in;
923
924 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck)
927 */
928 if (CONV_FROM (converter) == shstr_money)
929 {
930 if (item->type != MONEY)
931 return 0;
932
933 nr = (item->nrof * item->value) / CONV_NEED (converter);
934 if (!nr)
935 return 0;
936
937 converter->play_sound (sound_find ("shop_buy"));
938
939 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943
944 decrease_ob_nr (item, cost);
945
946 price_in = cost * item->value;
947 }
948 else
949 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
952 return 0;
953
954 converter->play_sound (sound_find ("convert_item"));
955
956 if (CONV_NEED (converter))
957 {
958 nr = item->nrof / CONV_NEED (converter);
959 decrease_ob_nr (item, nr * CONV_NEED (converter));
960 price_in = nr * CONV_NEED (converter) * item->value;
961 }
962 else
963 {
964 price_in = item->value;
965 item->destroy ();
966 }
967 }
968
969 if (converter->inv)
970 {
971 object *ob;
972 int i;
973 object *ob_to_copy;
974
975 /* select random object from inventory to copy */
976 ob_to_copy = converter->inv;
977 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
978 if (rndm (0, i) == 0)
979 ob_to_copy = ob;
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
1001 if (nr)
1002 item->nrof *= nr;
1003
1004 if (is_in_shop (converter))
1005 SET_FLAG (item, FLAG_UNPAID);
1006 else if (price_in < item->nrof * item->value)
1007 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010 /**
1011 * elmex: we are going to let the game continue, as the mapcreator
1012 * hopefully had something in mind when doing this.
1013 */
1014 }
1015
1016 SET_FLAG (item, FLAG_IDENTIFIED);
1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018 return 1;
1019 }
1020
1021 /**
1022 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t.
1026 */
1027 int
1028 apply_container (object *op, object *sack)
1029 {
1030 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */
1032
1033 if (!sack || sack->type != CONTAINER)
1034 {
1035 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1036 return 0;
1037 }
1038
1039 op->contr->last_used = 0;
1040
1041 if (sack->env && sack->env != op)
1042 {
1043 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1044 return 1;
1045 }
1046
1047 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED])
1049 {
1050 if (op->container == sack)
1051 {
1052 // open on ground or inv, so close
1053 op->close_container ();
1054 return 1;
1055 }
1056 else if (!sack->env)
1057 {
1058 // active, but not ours: some other player has opened it
1059 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1060 return 1;
1061 }
1062
1063 // fall through to opening it (active in inv)
1064 }
1065 else if (sack->env)
1066 {
1067 // it is in our env, so activate it, do not open yet
1068 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1;
1070 esrv_update_item (UPD_FLAGS, op, sack);
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1072 return 1;
1073 }
1074
1075 // it's locked?
1076 if (sack->slaying)
1077 {
1078 if (object *tmp = find_key (op, op, sack))
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1080 else
1081 {
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1083 return 1;
1084 }
1085 }
1086
1087 op->open_container (sack);
1088
1089 return 1;
1090 }
1091
1092 /**
1093 * Handles dropping things on altar.
1094 * Returns true if sacrifice was accepted.
1095 */
1096 static int
1097 apply_altar (object *altar, object *sacrifice, object *originator)
1098 {
1099 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0;
1102
1103 if (operate_altar (altar, &sacrifice))
1104 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly.
1108 */
1109 if (altar->inv && altar->inv->type == SPELL)
1110 {
1111 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1113 /* If it is connected, push the button. Fixes some problems with
1114 * old maps.
1115 */
1116
1117 /* push_button (altar);*/
1118 }
1119 else
1120 {
1121 altar->value = 1; /* works only once */
1122 push_button (altar);
1123 }
1124
1125 return !sacrifice;
1126 }
1127 else
1128 return 0;
1129 }
1130
1131 /**
1132 * Handles 'movement' of shop mats.
1133 * Returns 1 if 'op' was destroyed, 0 if not.
1134 * Largely re-written to not use nearly as many gotos, plus
1135 * some of this code just looked plain out of date.
1136 * MSW 2001-08-29
1137 */
1138 int
1139 apply_shop_mat (object *shop_mat, object *op)
1140 {
1141 int rv = 0;
1142 double opinion;
1143 object *tmp, *next;
1144
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146
1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1158 if (op->type != PLAYER)
1159 {
1160 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in
1162 * the shop.
1163 */
1164 for (tmp = op->inv; tmp; tmp = next)
1165 {
1166 next = tmp->below;
1167
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171
1172 tmp->remove ();
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 }
1182 }
1183
1184 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK))
1186 return 0;
1187
1188 /* unpaid objects, or non living objects, can't transfer by
1189 * shop mats. Instead, put it on a nearby space.
1190 */
1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1192 {
1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1195
1196 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198
1199 return 0;
1200 }
1201 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine.
1203 */
1204 rv = teleport (shop_mat, SHOP_MAT, op);
1205 }
1206 else if (can_pay (op) && get_payment (op))
1207 {
1208 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op);
1210
1211 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op))
1214 op->contr->play_sound (sound_find ("shop_enter"));
1215 else
1216 op->contr->play_sound (sound_find ("shop_leave"));
1217
1218 if (shop_mat->msg)
1219 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1220 /* This check below is a bit simplistic - generally it should be correct,
1221 * but there is never a guarantee that the bottom space on the map is
1222 * actually the shop floor.
1223 */
1224 else if (!rv && !is_in_shop (op))
1225 {
1226 opinion = shopkeeper_approval (op->map, op);
1227
1228 if (opinion > 0.9)
1229 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1230 else if (opinion > 0.75)
1231 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1232 else if (opinion > 0.5)
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1234 else
1235 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1236 }
1237 }
1238 else
1239 {
1240 /* if we get here, a player tried to leave a shop but was not able
1241 * to afford the items he has. We try to move the player so that
1242 * they are not on the mat anymore
1243 */
1244 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1245
1246 if (i == -1)
1247 LOG (llevError, "Internal shop-mat problem.\n");
1248 else
1249 {
1250 op->remove ();
1251 op->x += freearr_x[i];
1252 op->y += freearr_y[i];
1253 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1254 }
1255 }
1256
1257 CLEAR_FLAG (op, FLAG_NO_APPLY);
1258 return rv;
1259 }
1260
1261 /**
1262 * Handles applying a sign.
1263 */
1264 static void
1265 apply_sign (object *op, object *sign, int autoapply)
1266 {
1267 readable_message_type *msgType;
1268
1269 if (sign->msg == NULL)
1270 {
1271 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1272 return;
1273 }
1274
1275 if (sign->stats.food)
1276 {
1277 if (sign->last_eat >= sign->stats.food)
1278 {
1279 if (!sign->move_on)
1280 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1281
1282 return;
1283 }
1284
1285 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1286 sign->last_eat++;
1287 }
1288
1289 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1290 * No way to know for sure. The presumption is basically that if
1291 * move_on is zero, it needs to be manually applied (doesn't talk
1292 * to us).
1293 */
1294 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1295 {
1296 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1297 return;
1298 }
1299
1300 if (op->contr)
1301 if (client *ns = op->contr->ns)
1302 {
1303 ns->play_sound (sign->sound);
1304 msgType = get_readable_message_type (sign);
1305
1306 if (ns->can_msg)
1307 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1308 else
1309 {
1310 char newbuf[HUGE_BUF];
1311 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1313 }
1314 }
1315 }
1316
1317 /**
1318 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap'
1320 * effect is determined by move_on/move_off of trap and move_type of victime.
1321 *
1322 * originator: Player, monster or other object that caused 'victim' to move
1323 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1324 * However, some types of traps require an originator to function.
1325 */
1326 void
1327 move_apply (object *trap, object *victim, object *originator)
1328 {
1329 static int recursion_depth = 0;
1330
1331 /* Only exits affect DMs. */
1332 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1333 return;
1334
1335 /* move_apply() is the most likely candidate for causing unwanted and
1336 * possibly unlimited recursion.
1337 */
1338 /* The following was changed because it was causing perfeclty correct
1339 * maps to fail. 1) it's not an error to recurse:
1340 * rune detonates, summoning monster. monster lands on nearby rune.
1341 * nearby rune detonates. This sort of recursion is expected and
1342 * proper. This code was causing needless crashes.
1343 */
1344 if (recursion_depth >= 500)
1345 {
1346 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1347 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1348 return;
1349 }
1350
1351 recursion_depth++;
1352 if (trap->head)
1353 trap = trap->head;
1354
1355 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1356 goto leave;
1357
1358 switch (trap->type)
1359 {
1360 case PLAYERMOVER:
1361 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1362 {
1363 if (!trap->stats.maxsp)
1364 trap->stats.maxsp = 2;
1365
1366 /* Is this correct? From the docs, it doesn't look like it
1367 * should be divided by trap->speed
1368 */
1369 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1370
1371 /* Just put in some sanity check. I think there is a bug in the
1372 * above with some objects have zero speed, and thus the player
1373 * getting permanently paralyzed.
1374 */
1375 if (victim->speed_left < -50.f)
1376 victim->speed_left = -50.f;
1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378 }
1379 goto leave;
1380
1381 case SPINNER:
1382 if (victim->direction)
1383 {
1384 victim->direction = absdir (victim->direction - trap->stats.sp);
1385 update_turn_face (victim);
1386 }
1387 goto leave;
1388
1389 case DIRECTOR:
1390 if (victim->direction && !should_director_abort (trap, victim))
1391 {
1392 victim->direction = trap->stats.sp;
1393 update_turn_face (victim);
1394 }
1395 goto leave;
1396
1397 case BUTTON:
1398 case PEDESTAL:
1399 update_button (trap);
1400 goto leave;
1401
1402 case ALTAR:
1403 /* sacrifice victim on trap */
1404 apply_altar (trap, victim, originator);
1405 goto leave;
1406
1407 case THROWN_OBJ:
1408 if (trap->inv == NULL)
1409 goto leave;
1410 /* fallthrough */
1411
1412 case ARROW:
1413 /* bad bug: monster throw a object, make a step forwards, step on object ,
1414 * trigger this here and get hit by own missile - and will be own enemy.
1415 * Victim then is his own enemy and will start to kill herself (this is
1416 * removed) but we have not synced victim and his missile. To avoid senseless
1417 * action, we avoid hits here
1418 */
1419 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420 hit_with_arrow (trap, victim);
1421 goto leave;
1422
1423 case SPELL_EFFECT:
1424 apply_spell_effect (trap, victim);
1425 goto leave;
1426
1427 case TRAPDOOR:
1428 {
1429 int max, sound_was_played;
1430 object *ab, *ab_next;
1431
1432 if (!trap->value)
1433 {
1434 int tot;
1435
1436 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1439
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave;
1442
1443 SET_ANIMATION (trap, trap->value);
1444 update_object (trap, UP_OBJ_FACE);
1445 }
1446
1447 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1448 {
1449 /* need to set this up, since if we do transfer the object,
1450 * ab->above would be bogus
1451 */
1452 ab_next = ab->above;
1453
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 {
1456 if (!sound_was_played)
1457 {
1458 trap->play_sound (sound_find ("fall_hole"));
1459 sound_was_played = 1;
1460 }
1461
1462 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1463 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1464 }
1465 }
1466 goto leave;
1467 }
1468
1469 case CONVERTER:
1470 if (convert_item (victim, trap) < 0)
1471 {
1472 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1473 get_archetype ("burnout")->insert_at (trap, trap);
1474 }
1475
1476 goto leave;
1477
1478 case TRIGGER_BUTTON:
1479 case TRIGGER_PEDESTAL:
1480 case TRIGGER_ALTAR:
1481 check_trigger (trap, victim);
1482 goto leave;
1483
1484 case DEEP_SWAMP:
1485 walk_on_deep_swamp (trap, victim);
1486 goto leave;
1487
1488 case CHECK_INV:
1489 check_inv (victim, trap);
1490 goto leave;
1491
1492 case HOLE:
1493 /* Hole not open? */
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (sound_find ("fall_hole"));
1504 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave;
1507
1508 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 {
1511 /* Basically, don't show exits leading to random maps the
1512 * players output.
1513 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1516
1517 victim->enter_exit (trap);
1518 }
1519 goto leave;
1520
1521 case ENCOUNTER:
1522 /* may be some leftovers on this */
1523 goto leave;
1524
1525 case SHOP_MAT:
1526 apply_shop_mat (trap, victim);
1527 goto leave;
1528
1529 /* Drop a certain amount of gold, and have one item identified */
1530 case IDENTIFY_ALTAR:
1531 apply_id_altar (victim, trap, originator);
1532 goto leave;
1533
1534 case SIGN:
1535 if (victim->type != PLAYER && trap->stats.food > 0)
1536 goto leave; /* monsters musn't apply magic_mouths with counters */
1537
1538 apply_sign (victim, trap, 1);
1539 goto leave;
1540
1541 case CONTAINER:
1542 apply_container (victim, trap);
1543 goto leave;
1544
1545 case RUNE:
1546 case TRAP:
1547 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1548 {
1549 spring_trap (trap, victim);
1550 }
1551 goto leave;
1552
1553 default:
1554 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1555 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1556 goto leave;
1557 }
1558
1559 leave:
1560 recursion_depth--;
1561 }
1562
1563 /**
1564 * Handles reading a regular (ie not containing a spell) book.
1565 */
1566 static void
1567 apply_book (object *op, object *tmp)
1568 {
1569 int lev_diff;
1570 object *skill_ob;
1571
1572 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1573 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1575 return;
1576 }
1577
1578 if (!tmp->msg)
1579 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1581 return;
1582 }
1583
1584 /* need a literacy skill to read stuff! */
1585 skill_ob = find_skill_by_name (op, tmp->skill);
1586 if (!skill_ob)
1587 {
1588 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1589 return;
1590 }
1591
1592 lev_diff = tmp->level - (skill_ob->level + 5);
1593 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1594 {
1595 if (lev_diff < 2)
1596 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1597 else if (lev_diff < 3)
1598 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1599 else if (lev_diff < 5)
1600 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1601 else if (lev_diff < 8)
1602 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1603 else if (lev_diff < 15)
1604 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1605 else
1606 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1607 return;
1608 }
1609
1610 readable_message_type *msgType = get_readable_message_type (tmp);
1611
1612 if (player *pl = op->contr)
1613 if (client *ns = pl->ns)
1614 if (ns->can_msg)
1615 {
1616 dynbuf_text buf;
1617 buf << long_desc (tmp, op)
1618 << "\n\n"
1619 << tmp->msg
1620 << '\0';
1621 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1622 }
1623 else
1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625 msgType->message_type, msgType->message_subtype,
1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1628
1629 /* gain xp from reading */
1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631 { /* only if not read before */
1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1633
1634 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635 {
1636 /*exp_gain *= 2; because they just identified it too */
1637 SET_FLAG (tmp, FLAG_IDENTIFIED);
1638
1639 /* If in a container, update how it looks */
1640 if (tmp->env)
1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1642 else
1643 op->contr->ns->floorbox_update ();
1644 }
1645
1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1648 }
1649 }
1650
1651 /**
1652 * Handles the applying of a skill scroll, calling learn_skill straight.
1653 * op is the person learning the skill, tmp is the skill scroll object
1654 */
1655 static void
1656 apply_skillscroll (object *op, object *tmp)
1657 {
1658 switch ((int) learn_skill (op, tmp))
1659 {
1660 case 0:
1661 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1662 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1663 return;
1664
1665 case 1:
1666 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1667 decrease_ob (tmp);
1668 return;
1669
1670 default:
1671 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1672 decrease_ob (tmp);
1673 return;
1674 }
1675 }
1676
1677 /**
1678 * Actually makes op learn spell.
1679 * Informs player of what happens.
1680 */
1681 void
1682 do_learn_spell (object *op, object *spell, int special_prayer)
1683 {
1684 object *tmp;
1685
1686 if (op->type != PLAYER)
1687 {
1688 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1689 return;
1690 }
1691
1692 /* Upgrade special prayers to normal prayers */
1693 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1694 {
1695 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1696 {
1697 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1698 return;
1699 }
1700 return;
1701 }
1702
1703 op->contr->play_sound (sound_find ("learn_spell"));
1704
1705 tmp = spell->clone ();
1706 insert_ob_in_ob (tmp, op);
1707
1708 if (special_prayer)
1709 SET_FLAG (tmp, FLAG_STARTEQUIP);
1710
1711 esrv_add_spells (op->contr, tmp);
1712 }
1713
1714 /**
1715 * Erases spell from player's inventory.
1716 */
1717 void
1718 do_forget_spell (object *op, const char *spell)
1719 {
1720 object *spob;
1721
1722 if (op->type != PLAYER)
1723 {
1724 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1725 return;
1726 }
1727 if ((spob = check_spell_known (op, spell)) == NULL)
1728 {
1729 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1730 return;
1731 }
1732
1733 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1734 player_unready_range_ob (op->contr, spob);
1735 esrv_remove_spell (op->contr, spob);
1736 spob->destroy ();
1737 }
1738
1739 /**
1740 * Handles player applying a spellbook.
1741 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1742 * stuff like that. Random learning failure too.
1743 */
1744 static void
1745 apply_spellbook (object *op, object *tmp)
1746 {
1747 object *skop, *spell, *spell_skill;
1748
1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1752 return;
1753 }
1754
1755 /* artifact_spellbooks have 'slaying' field point to a spell name,
1756 * instead of having their spell stored in stats.sp. These are
1757 * legacy spellbooks
1758 */
1759 if (tmp->slaying)
1760 {
1761 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1762 if (!spell)
1763 {
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1765 return;
1766 }
1767 else
1768 insert_ob_in_ob (spell, tmp);
1769
1770 tmp->slaying = 0;
1771 }
1772
1773 skop = find_skill_by_name (op, tmp->skill);
1774
1775 /* need a literacy skill to learn spells. Also, having a literacy level
1776 * lower than the spell will make learning the spell more difficult */
1777 if (!skop)
1778 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1780 return;
1781 }
1782
1783 spell = tmp->inv;
1784
1785 if (!spell)
1786 {
1787 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1788 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1789 return;
1790 }
1791
1792 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1793 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1795 return;
1796 }
1797
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1799
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1801 {
1802 identify (tmp);
1803
1804 if (tmp->env)
1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1806 else
1807 op->contr->ns->floorbox_update ();
1808 }
1809
1810 /* I removed the check for special_prayer_mark here - it didn't make
1811 * a lot of sense - special prayers are not found in spellbooks, and
1812 * if the player doesn't know the spell, doesn't make a lot of sense that
1813 * they would have a special prayer mark.
1814 */
1815 if (check_spell_known (op, spell->name))
1816 {
1817 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");
1818 return;
1819 }
1820
1821 if (spell->skill)
1822 {
1823 spell_skill = find_skill_by_name (op, spell->skill);
1824
1825 if (!spell_skill)
1826 {
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1828 return;
1829 }
1830
1831 if (spell_skill->level < spell->level)
1832 {
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1834 return;
1835 }
1836 }
1837
1838 /* Logic as follows
1839 *
1840 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1841 *
1842 * 2- The learner's skill level in literacy adjusts the chance to learn
1843 * a spell.
1844 *
1845 * 3 -Automatically fail to learn if you read while confused
1846 *
1847 * Overall, chances are the same but a player will find having a high
1848 * literacy rate very useful! -b.t.
1849 */
1850 if (QUERY_FLAG (op, FLAG_CONFUSED))
1851 {
1852 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1853 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1854 }
1855 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1856 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1857 {
1858
1859 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1860 do_learn_spell (op, spell, 0);
1861
1862 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 }
1866 else
1867 {
1868 op->contr->play_sound (sound_find ("fumble_spell"));
1869 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");
1870 }
1871
1872 decrease_ob (tmp);
1873 }
1874
1875 /**
1876 * Handles applying a spell scroll.
1877 */
1878 void
1879 apply_scroll (object *op, object *tmp, int dir)
1880 {
1881 object *skop;
1882
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1886 return;
1887 }
1888
1889 if (!tmp->inv || tmp->inv->type != SPELL)
1890 {
1891 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1892 return;
1893 }
1894
1895 if (op->type == PLAYER)
1896 {
1897 /* players need a literacy skill to read stuff! */
1898 int exp_gain = 0;
1899
1900 /* hard code literacy - tmp->skill points to where the exp
1901 * should go for anything killed by the spell.
1902 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904
1905 if (!skop)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1908 return;
1909 }
1910
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0);
1913 }
1914
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp);
1917
1918 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1919
1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 decrease_ob (tmp);
1922 }
1923
1924 /**
1925 * Applies a treasure object - by default, chest. op
1926 * is the person doing the applying, tmp is the treasure
1927 * chest.
1928 */
1929 static void
1930 apply_treasure (object *op, object *tmp)
1931 {
1932 /* Nice side effect of new treasure creation method is that the treasure
1933 * for the chest is done when the chest is created, and put into the chest
1934 * inventory. So that when the chest burns up, the items still exist. Also
1935 * prevents people fromt moving chests to more difficult maps to get better
1936 * treasure
1937 */
1938 object *treas = tmp->inv;
1939
1940 if (!treas)
1941 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1943 decrease_ob (tmp);
1944 return;
1945 }
1946
1947 while (tmp->inv)
1948 {
1949 treas = tmp->inv;
1950
1951 treas->remove ();
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1953
1954 treas->x = op->x;
1955 treas->y = op->y;
1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957
1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959 spring_trap (treas, op);
1960
1961 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed
1965 */
1966 if (op->destroyed () || tmp->destroyed ())
1967 break;
1968 }
1969
1970 if (!tmp->destroyed () && tmp->inv == NULL)
1971 decrease_ob (tmp);
1972
1973 }
1974
1975 /**
1976 * op eats food.
1977 * If player, takes care of messages and dragon special food.
1978 */
1979 static void
1980 apply_food (object *op, object *tmp)
1981 {
1982 int capacity_remaining;
1983
1984 if (op->type != PLAYER)
1985 op->stats.hp = op->stats.maxhp;
1986 else
1987 {
1988 /* check if this is a dragon (player), eating some flesh */
1989 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1990 ;
1991 else
1992 {
1993 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999)
1995 {
1996 if (tmp->type == FOOD || tmp->type == FLESH)
1997 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1998 else
1999 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2000 }
2001
2002 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2003 {
2004 char buf[MAX_BUF];
2005
2006 if (!is_dragon_pl (op))
2007 {
2008 /* eating message for normal players */
2009 if (tmp->type == DRINK)
2010 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2011 else
2012 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2013 }
2014 else
2015 {
2016 /* eating message for dragon players */
2017 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2018 }
2019
2020 new_draw_info (NDI_UNIQUE, 0, op, buf);
2021 capacity_remaining = 999 - op->stats.food;
2022 op->stats.food += tmp->stats.food;
2023 if (capacity_remaining < tmp->stats.food)
2024 op->stats.hp += capacity_remaining / 50;
2025 else
2026 op->stats.hp += tmp->stats.food / 50;
2027 if (op->stats.hp > op->stats.maxhp)
2028 op->stats.hp = op->stats.maxhp;
2029 if (op->stats.food > 999)
2030 op->stats.food = 999;
2031 }
2032
2033 /* special food hack -b.t. */
2034 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2035 eat_special_food (op, tmp);
2036 }
2037 }
2038
2039 handle_apply_yield (tmp);
2040 decrease_ob (tmp);
2041 }
2042
2043 /**
2044 * A dragon is eating some flesh. If the flesh contains resistances,
2045 * there is a chance for the dragon's skin to get improved.
2046 *
2047 * attributes:
2048 * object *op the object (dragon player) eating the flesh
2049 * object *meal the flesh item, getting chewed in dragon's mouth
2050 * return:
2051 * int 1 if eating successful, 0 if it doesn't work
2052 */
2053 int
2054 dragon_eat_flesh (object *op, object *meal)
2055 {
2056 object *skin = NULL; /* pointer to dragon skin force */
2057 object *abil = NULL; /* pointer to dragon ability force */
2058 object *tmp = NULL; /* tmp. object */
2059
2060 char buf[MAX_BUF]; /* tmp. string buffer */
2061 double chance; /* improvement-chance of one resistance type */
2062 double totalchance = 1; /* total chance of gaining one resistance */
2063 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064 double mbonus = 0; /* monster bonus */
2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2066 int winners = 0; /* number of winners */
2067 int i; /* index */
2068
2069 /* let's make sure and doublecheck the parameters */
2070 if (meal->type != FLESH || !is_dragon_pl (op))
2071 return 0;
2072
2073 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2074 from the player's inventory */
2075 for (tmp = op->inv; tmp; tmp = tmp->below)
2076 if (tmp->type == FORCE)
2077 if (tmp->arch->archname == shstr_dragon_skin_force)
2078 skin = tmp;
2079 else if (tmp->arch->archname == shstr_dragon_ability_force)
2080 abil = tmp;
2081
2082 /* if either skin or ability are missing, this is an old player
2083 which is not to be considered a dragon -> bail out */
2084 if (skin == NULL || abil == NULL)
2085 return 0;
2086
2087 /* now start by filling stomache and health, according to food-value */
2088 if ((999 - op->stats.food) < meal->stats.food)
2089 op->stats.hp += (999 - op->stats.food) / 50;
2090 else
2091 op->stats.hp += meal->stats.food / 50;
2092 if (op->stats.hp > op->stats.maxhp)
2093 op->stats.hp = op->stats.maxhp;
2094
2095 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2096
2097 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2098
2099 /* on to the interesting part: chances for adding resistance */
2100 for (i = 0; i < NROFATTACKS; i++)
2101 {
2102 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2103 {
2104 /* got positive resistance, now calculate improvement chance (0-100) */
2105
2106 /* this bonus makes resistance increase easier at lower levels */
2107 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2108 if (i == abil->stats.exp)
2109 bonus += 5; /* additional bonus for resistance of ability-focus */
2110
2111 /* monster bonus increases with level, because high-level
2112 flesh is too rare */
2113 mbonus = op->level * 20. / ((double) settings.max_level);
2114
2115 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2116 ((double) settings.max_level)) - skin->resist[i];
2117
2118 if (chance >= 0.)
2119 chance += 1.;
2120 else
2121 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2122
2123 /* chance is proportional to amount of resistance (max. 50) */
2124 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2125
2126 /* doubled chance for resistance of ability-focus */
2127 if (i == abil->stats.exp)
2128 chance = MIN (100., chance * 2.);
2129
2130 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2131 if (rndm (10000) < (unsigned int) (chance * 100))
2132 {
2133 atnr_winner[winners] = i;
2134 winners++;
2135 }
2136
2137 if (chance >= 0.01)
2138 totalchance *= 1 - chance / 100;
2139
2140 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2141 }
2142 }
2143
2144 /* inverse totalchance as until now we have the failure-chance */
2145 totalchance = 100 - totalchance * 100;
2146 /* print message according to totalchance */
2147 if (totalchance > 50.)
2148 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2149 else if (totalchance > 10.)
2150 sprintf (buf, "The %s tasted very good.", &meal->name);
2151 else if (totalchance > 1.)
2152 sprintf (buf, "The %s tasted good.", &meal->name);
2153 else if (totalchance > 0.1)
2154 sprintf (buf, "The %s tasted bland.", &meal->name);
2155 else if (totalchance >= 0.01)
2156 sprintf (buf, "The %s had a boring taste.", &meal->name);
2157 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2158 sprintf (buf, "The %s tasted strange.", &meal->name);
2159 else
2160 sprintf (buf, "The %s had no taste.", &meal->name);
2161 new_draw_info (NDI_UNIQUE, 0, op, buf);
2162
2163 /* now choose a winner if we have any */
2164 i = -1;
2165 if (winners > 0)
2166 i = atnr_winner[RANDOM () % winners];
2167
2168 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2169 {
2170 /* resistance increased! */
2171 skin->resist[i]++;
2172 op->update_stats ();
2173
2174 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2175 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2176 }
2177
2178 /* if this flesh contains a new ability focus, we mark it
2179 into the ability_force and it will take effect on next level */
2180 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2181 {
2182 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2183
2184 if (meal->last_eat != abil->stats.exp)
2185 {
2186 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2187 new_draw_info (NDI_UNIQUE, 0, op, buf);
2188 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2189 new_draw_info (NDI_UNIQUE, 0, op, buf);
2190 }
2191 else
2192 {
2193 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2194 new_draw_info (NDI_UNIQUE, 0, op, buf);
2195 abil->last_eat = 0;
2196 }
2197 }
2198 return 1;
2199 }
2200
2201 /**
2202 * Handles applying an improve armor scroll.
2203 * Does some sanity checks, then calls improve_armour.
2204 */
2205 static void
2206 apply_armour_improver (object *op, object *tmp)
2207 {
2208 object *armor;
2209
2210 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2211 {
2212 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2213 return;
2214 }
2215
2216 armor = find_marked_object (op);
2217
2218 if (!armor)
2219 {
2220 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.");
2221 return;
2222 }
2223
2224 if (armor->type != ARMOUR
2225 && armor->type != CLOAK
2226 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2227 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2229 return;
2230 }
2231
2232 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2233 improve_armour (op, tmp, armor);
2234 }
2235
2236 extern void
2237 apply_poison (object *op, object *tmp)
2238 {
2239 if (op->type == PLAYER)
2240 {
2241 op->contr->play_sound (sound_find ("drink_poison"));
2242 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2243 strcpy (op->contr->killer, "poisonous booze");
2244 }
2245
2246 if (tmp->stats.hp > 0)
2247 {
2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2249 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2250 }
2251
2252 op->stats.food -= op->stats.food / 4;
2253 handle_apply_yield (tmp);
2254 decrease_ob (tmp);
2255 }
2256
2257 /**
2258 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2259 * A valid 2 way exit means:
2260 * -You can come back (there is another exit at the other side)
2261 * -You are
2262 * ° the owner of the exit
2263 * ° or in the same party as the owner
2264 *
2265 * Note: a owner in a 2 way exit is saved as the owner's name
2266 * in the field exit->name cause the field exit->owner doesn't
2267 * survive in the swapping (in fact the whole exit doesn't survive).
2268 */
2269 int
2270 is_legal_2ways_exit (object *op, object *exit)
2271 {
2272 if (exit->stats.exp != 1)
2273 return 1; /*This is not a 2 way, so it is legal */
2274
2275 #if 0 //TODO
2276 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2277 return 0; /* This is a reset town portal */
2278 #endif
2279
2280 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2281
2282 if (exitmap)
2283 {
2284 exitmap->load_sync ();
2285
2286 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2287
2288 if (!tmp)
2289 return 0;
2290
2291 for (; tmp; tmp = tmp->above)
2292 {
2293 if (tmp->type != EXIT)
2294 continue; /*Not an exit */
2295
2296 if (!EXIT_PATH (tmp))
2297 continue; /*Not a valid exit */
2298
2299 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2300 continue; /*Not in the same place */
2301
2302 if (exit->map->path != EXIT_PATH (tmp))
2303 continue; /*Not in the same map */
2304
2305 /* From here we have found the exit is valid. However we do
2306 * here the check of the exit owner. It is important for the
2307 * town portals to prevent strangers from visiting your appartments
2308 */
2309 if (!exit->race)
2310 return 1; /*No owner, free for all! */
2311
2312 object *exit_owner = 0;
2313
2314 for_all_players (pp)
2315 {
2316 if (!pp->ob)
2317 continue;
2318
2319 if (pp->ob->name != exit->race)
2320 continue;
2321
2322 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2323 break;
2324 }
2325
2326 if (!exit_owner)
2327 return 0; /* No more owner */
2328
2329 if (exit_owner->contr == op->contr)
2330 return 1; /*It is your exit */
2331
2332 if (exit_owner && /*There is a owner */
2333 (op->contr) && /*A player tries to pass */
2334 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2335 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2336 return 0;
2337
2338 return 1;
2339 }
2340 }
2341
2342 return 0;
2343 }
2344
2345 /**
2346 * Main apply handler.
2347 *
2348 * Checks for unpaid items before applying.
2349 *
2350 * Return value:
2351 * 0: player or monster can't apply objects of that type
2352 * 1: has been applied, or there was an error applying the object
2353 * 2: objects of that type can't be applied if not in inventory
2354 *
2355 * op is the object that is causing object to be applied, tmp is the object
2356 * being applied.
2357 *
2358 * aflag is special (always apply/unapply) flags. Nothing is done with
2359 * them in this function - they are passed to apply_special
2360 */
2361 int
2362 manual_apply (object *op, object *tmp, int aflag)
2363 {
2364 if (tmp->head)
2365 tmp = tmp->head;
2366
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2368 {
2369 if (op->type == PLAYER)
2370 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2372 return 1;
2373 }
2374 else
2375 return 0; /* monsters just skip unpaid items */
2376 }
2377
2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2379 return RESULT_INT (0);
2380
2381 switch (tmp->type)
2382 {
2383 case CF_HANDLE:
2384 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle"));
2386 tmp->value = tmp->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value);
2388 update_object (tmp, UP_OBJ_FACE);
2389 push_button (tmp);
2390 return 1;
2391
2392 case TRIGGER:
2393 if (check_trigger (tmp, op))
2394 {
2395 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle"));
2397 }
2398 else
2399 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2400
2401 return 1;
2402
2403 case EXIT:
2404 if (op->type != PLAYER)
2405 return 0;
2406
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2408 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2409 else
2410 {
2411 /* Don't display messages for random maps. */
2412 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2413 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2414
2415 op->enter_exit (tmp);
2416 }
2417
2418 return 1;
2419
2420 case INSCRIBABLE:
2421 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2422 // maybe show a spell menu to chose from or something like that
2423 return 1;
2424
2425 case SIGN:
2426 apply_sign (op, tmp, 0);
2427 return 1;
2428
2429 case BOOK:
2430 if (op->type == PLAYER)
2431 {
2432 apply_book (op, tmp);
2433 return 1;
2434 }
2435 else
2436 return 0;
2437
2438 case SKILLSCROLL:
2439 if (op->type == PLAYER)
2440 {
2441 apply_skillscroll (op, tmp);
2442 return 1;
2443 }
2444 else
2445 return 0;
2446
2447 case SPELLBOOK:
2448 if (op->type == PLAYER)
2449 {
2450 apply_spellbook (op, tmp);
2451 return 1;
2452 }
2453 else
2454 return 0;
2455
2456 case SCROLL:
2457 apply_scroll (op, tmp, 0);
2458 return 1;
2459
2460 case POTION:
2461 apply_potion (op, tmp);
2462 return 1;
2463
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 //TODO: remove, as it is unsed?
2466 case CLOSE_CON:
2467 apply_container (op, tmp->env);
2468 return 1;
2469
2470 case CONTAINER:
2471 apply_container (op, tmp);
2472 return 1;
2473
2474 case TREASURE:
2475 if (op->type == PLAYER)
2476 {
2477 apply_treasure (op, tmp);
2478 return 1;
2479 }
2480 else
2481 return 0;
2482
2483 case WEAPON:
2484 case ARMOUR:
2485 case BOOTS:
2486 case GLOVES:
2487 case AMULET:
2488 case GIRDLE:
2489 case BRACERS:
2490 case SHIELD:
2491 case HELMET:
2492 case RING:
2493 case CLOAK:
2494 case WAND:
2495 case ROD:
2496 case HORN:
2497 case SKILL:
2498 case BOW:
2499 case LAMP:
2500 case BUILDER:
2501 case SKILL_TOOL:
2502 if (tmp->env != op)
2503 return 2; /* not in inventory */
2504
2505 apply_special (op, tmp, aflag);
2506 return 1;
2507
2508 case DRINK:
2509 case FOOD:
2510 case FLESH:
2511 apply_food (op, tmp);
2512 return 1;
2513
2514 case POISON:
2515 apply_poison (op, tmp);
2516 return 1;
2517
2518 case SAVEBED:
2519 return 1;
2520
2521 case ARMOUR_IMPROVER:
2522 if (op->type == PLAYER)
2523 {
2524 apply_armour_improver (op, tmp);
2525 return 1;
2526 }
2527 else
2528 return 0;
2529
2530 case WEAPON_IMPROVER:
2531 check_improve_weapon (op, tmp);
2532 return 1;
2533
2534 case CLOCK:
2535 if (op->type == PLAYER)
2536 {
2537 char buf[MAX_BUF];
2538 timeofday_t tod;
2539
2540 get_tod (&tod);
2541 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2542 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2543 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2544 op->play_sound (sound_find ("sound_clock"));
2545 new_draw_info (NDI_UNIQUE, 0, op, buf);
2546 return 1;
2547 }
2548 else
2549 return 0;
2550
2551 case MENU:
2552 if (op->type == PLAYER)
2553 {
2554 shop_listing (tmp, op);
2555 return 1;
2556 }
2557 else
2558 return 0;
2559
2560 case POWER_CRYSTAL:
2561 apply_power_crystal (op, tmp); /* see egoitem.c */
2562 return 1;
2563
2564 case LIGHTER: /* for lighting torches/lanterns/etc */
2565 if (op->type == PLAYER)
2566 {
2567 apply_lighter (op, tmp);
2568 return 1;
2569 }
2570 else
2571 return 0;
2572
2573 case ITEM_TRANSFORMER:
2574 apply_item_transformer (op, tmp);
2575 return 1;
2576
2577 default:
2578 return 0;
2579 }
2580 }
2581
2582
2583 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2584 * messages as needed by player_apply_below(). But there can still be
2585 * "but you are floating high above the ground" messages.
2586 *
2587 * Same return value as apply() function.
2588 */
2589 int
2590 player_apply (object *pl, object *op, int aflag, int quiet)
2591 {
2592 int tmp;
2593
2594 if (op->env && (pl->move_type & MOVE_FLYING))
2595 {
2596 /* player is flying and applying object not in inventory */
2597 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2598 {
2599 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.>");
2600 return 0;
2601 }
2602 }
2603
2604 pl->contr->last_used = op;
2605
2606 tmp = manual_apply (pl, op, aflag);
2607 if (!quiet)
2608 {
2609 if (tmp == 0)
2610 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2611 else if (tmp == 2)
2612 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2613 }
2614
2615 return tmp;
2616 }
2617
2618 /**
2619 * player_apply_below attempts to apply the object 'below' the player.
2620 * If the player has an open container, we use that for below, otherwise
2621 * we use the ground.
2622 */
2623 void
2624 player_apply_below (object *pl)
2625 {
2626 int floors = 0;
2627
2628 /* If using a container, set the starting item to be the top
2629 * item in the container. Otherwise, use the map.
2630 * This is perhaps more complicated. However, I want to make sure that
2631 * we don't use a corrupt pointer for the next object, so we get the
2632 * next object in the stack before applying. This is can only be a
2633 * problem if player_apply() has a bug in that it uses the object but does
2634 * not return a proper value.
2635 */
2636 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2637 {
2638 next = tmp->below;
2639
2640 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2641 floors++;
2642 else if (floors > 0)
2643 return; /* process only floor objects after first floor object */
2644
2645 /* If it is visible, player can apply it. If it is applied by
2646 * person moving on it, also activate. Added code to make it
2647 * so that at least one of players movement types be that which
2648 * the item needs.
2649 */
2650 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2651 {
2652 if (player_apply (pl, tmp, 0, 1) == 1)
2653 return;
2654 }
2655 if (floors >= 2)
2656 return; /* process at most two floor objects */
2657 }
2658 }
2659
2660 /**
2661 * Unapplies specified item.
2662 * No check done on cursed/damned.
2663 * Break this out of apply_special - this is just done
2664 * to keep the size of apply_special to a more managable size.
2665 */
2666 static int
2667 unapply_special (object *who, object *op, int aflags)
2668 {
2669 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2670 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2671 return RESULT_INT (0);
2672
2673 CLEAR_FLAG (op, FLAG_APPLIED);
2674
2675 switch (op->type)
2676 {
2677 case SKILL_TOOL:
2678 // unapplying a skill tool should also unapply the skill it governs
2679 // but this is hard, as it shouldn't do so when the skill can
2680 // be used for other reasons
2681 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2682 if (tmp->skill == op->skill
2683 && tmp->type == SKILL
2684 && tmp->flag [FLAG_APPLIED]
2685 && !tmp->flag [FLAG_CAN_USE_SKILL])
2686 unapply_special (who, tmp, 0);
2687
2688 change_abil (who, op);
2689 break;
2690
2691 case WEAPON:
2692 if (player *pl = who->contr)
2693 if (op == pl->combat_ob)
2694 {
2695 pl->combat_ob = 0;
2696 who->change_weapon (pl->ranged_ob);
2697 }
2698
2699 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2700
2701 change_abil (who, op);
2702 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2703 break;
2704
2705 case SKILL:
2706 if (who->contr)
2707 {
2708 if (!op->invisible)
2709 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2710 else
2711 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2712 }
2713
2714 change_abil (who, op);
2715 CLEAR_FLAG (who, FLAG_READY_SKILL);
2716 break;
2717
2718 case ARMOUR:
2719 case HELMET:
2720 case SHIELD:
2721 case RING:
2722 case BOOTS:
2723 case GLOVES:
2724 case AMULET:
2725 case GIRDLE:
2726 case BRACERS:
2727 case CLOAK:
2728 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2729 change_abil (who, op);
2730 break;
2731
2732 case LAMP:
2733 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2735
2736 object *tmp2 = arch_to_object (op->other_arch);
2737 tmp2->x = op->x;
2738 tmp2->y = op->y;
2739 tmp2->map = op->map;
2740 tmp2->below = op->below;
2741 tmp2->above = op->above;
2742 tmp2->stats.food = op->stats.food;
2743 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2744
2745 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2746 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2747
2748 if (who->contr)
2749 esrv_del_item (who->contr, op->count);
2750
2751 op->destroy ();
2752 insert_ob_in_ob (tmp2, who);
2753 who->update_stats ();
2754
2755 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2756 {
2757 if (who->contr)
2758 {
2759 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2760 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2761 }
2762 }
2763
2764 if (who->contr)
2765 esrv_send_item (who, tmp2);
2766 }
2767
2768 return 1; /* otherwise, an attempt to drop causes problems */
2769
2770 case BOW:
2771 case WAND:
2772 case ROD:
2773 case HORN:
2774 if (player *pl = who->contr)
2775 {
2776 if (op == pl->ranged_ob)
2777 {
2778 pl->ranged_ob = 0;
2779 who->change_weapon (pl->combat_ob);
2780 }
2781
2782 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2783 }
2784 else
2785 {
2786 who->change_skill (0);
2787
2788 if (op->type == BOW)
2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2790 else
2791 CLEAR_FLAG (who, FLAG_READY_RANGE);
2792 }
2793
2794 break;
2795
2796 case BUILDER:
2797 if (who->contr)
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2799 break;
2800
2801 default:
2802 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2803 break;
2804 }
2805
2806 who->update_stats ();
2807
2808 if (!(aflags & AP_NO_MERGE))
2809 {
2810 object *tmp = merge_ob (op, 0);
2811
2812 if (who->contr)
2813 {
2814 if (tmp)
2815 { /* it was merged */
2816 esrv_del_item (who->contr, op->count);
2817 op = tmp;
2818 }
2819
2820 esrv_send_item (who, op);
2821 }
2822 }
2823
2824 return 0;
2825 }
2826
2827 /**
2828 * Returns the object that is using location 'loc'.
2829 * Note that 'start' is the first object to start examing - we
2830 * then go through the below of this. In this way, you can do
2831 * something like:
2832 * tmp = get_next_item_from_body_location(who->inv, 1);
2833 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2834 * to find the second object that may use this location, etc.
2835 * Returns NULL if no match is found.
2836 * loc is the index into the array we are looking for a match.
2837 * don't return invisible objects unless they are skill objects
2838 * invisible other objects that use
2839 * up body locations can be used as restrictions.
2840 */
2841 static object *
2842 get_next_item_from_body_location (int loc, object *start)
2843 {
2844 for (object *tmp = start; tmp; tmp = tmp->below)
2845 if (tmp->flag [FLAG_APPLIED]
2846 && tmp->slot[loc].info
2847 && (!tmp->invisible || tmp->type == SKILL))
2848 return tmp;
2849
2850 return 0;
2851 }
2852
2853 /**
2854 * 'op' wants to apply an object, but can't because of other equipment.
2855 * This should only be called when it is known
2856 * that there are objects to unapply. This makes pretty heavy
2857 * use of get_item_from_body_location. It makes no intelligent choice
2858 * on objects - rather, the first that is matched is used.
2859 * Returns 0 on success, returns 1 if there is some problem.
2860 * if aflags is AP_PRINT, we instead print out waht to unapply
2861 * instead of doing it. This is a lot less code than having
2862 * another function that does just that.
2863 */
2864
2865 #define CANNOT_REMOVE_CURSED \
2866 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2867 "Praying over an altar, scrolls of remove curse/damnation, " \
2868 "priests or even other players might help.>"
2869
2870 int
2871 unapply_for_ob (object *who, object *op, int aflags)
2872 {
2873 if (op->is_range ())
2874 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2875 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2877 {
2878 if (aflags & AP_PRINT)
2879 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2880 else
2881 unapply_special (who, tmp, aflags);
2882 }
2883 else
2884 {
2885 /* In this case, we want to try and remove a cursed item.
2886 * While we know it won't work, we want unapply_special to
2887 * at least generate the message.
2888 */
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2891 query_name (tmp));
2892 return 1;
2893 }
2894
2895 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2896 {
2897 /* this used up a slot that we need to free */
2898 if (op->slot[i].info)
2899 {
2900 object *last = who->inv;
2901
2902 /* We do a while loop - may need to remove several items in order
2903 * to free up enough slots.
2904 */
2905 while ((who->slot[i].used + op->slot[i].info) < 0)
2906 {
2907 object *tmp = get_next_item_from_body_location (i, last);
2908
2909 if (!tmp)
2910 {
2911 #if 0
2912 /* Not a bug - we'll get this if the player has cursed items
2913 * equipped.
2914 */
2915 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2916 #endif
2917 return 1;
2918 }
2919
2920 /* If we are just printing, we don't care about cursed status */
2921 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2922 {
2923 if (aflags & AP_PRINT)
2924 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2925 else
2926 unapply_special (who, tmp, aflags);
2927 }
2928 else
2929 {
2930 /* Cursed item that we can't unequip - tell the player.
2931 * Note this could be annoying if this is just one of a few,
2932 * so it may not be critical (eg, putting on a ring and you have
2933 * one cursed ring.)
2934 */
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2936 }
2937
2938 last = tmp->below;
2939 }
2940 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2941 * return in the !tmp would have kicked in.
2942 */
2943 } /* if op is using this body location */
2944 } /* for body lcoations */
2945
2946 return 0;
2947 }
2948
2949 /**
2950 * Checks to see if 'who' can apply object 'op'.
2951 * Returns 0 if apply can be done without anything special.
2952 * Otherwise returns a bitmask - potentially several of these may be
2953 * set, but largely depends on circumstance - in the future, processing
2954 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2955 * is set, do we really care what the other flags may be?)
2956 *
2957 * See include/define.h for detailed description of the meaning of
2958 * these return values.
2959 */
2960 int
2961 can_apply_object (object *who, object *op)
2962 {
2963 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2964 return RESULT_INT (0);
2965
2966 int retval = 0;
2967 object *tmp = 0, *ws = 0;
2968
2969 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2970 {
2971 if (op->slot[i].info)
2972 {
2973 /* Item uses more slots than we have */
2974 if (who->slot[i].info + op->slot [i].info < 0)
2975 {
2976 /* Could return now for efficiency - rest of info below isn't
2977 * really needed.
2978 */
2979 retval |= CAN_APPLY_NEVER;
2980 }
2981 else if (who->slot[i].used + op->slot[i].info < 0)
2982 {
2983 /* in this case, equipping this would use more free spots than
2984 * we have.
2985 */
2986
2987 /* if we have an applied weapon/shield, and unapply it would free
2988 * enough slots to equip the new item, then just set "can
2989 * apply unapply". We don't care about the logic below - if you have a
2990 * shield equipped and try to equip another shield, there is only
2991 * one choice. However, the check for the number of body locations
2992 * does take into the account cases where what is being applied
2993 * may be two handed for example.
2994 */
2995 if (ws)
2996 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2997 {
2998 retval |= CAN_APPLY_UNAPPLY;
2999 continue;
3000 }
3001
3002 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3003 if (!tmp1)
3004 {
3005 #if 0
3006 /* This is sort of an error, but happens a lot when old players
3007 * join in with more stuff equipped than they are now allowed.
3008 */
3009 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3010 #endif
3011 retval |= CAN_APPLY_NEVER;
3012 }
3013 else
3014 {
3015 /* need to unapply something. However, if this something
3016 * is different than we had found before, it means they need
3017 * to apply multiple objects
3018 */
3019 retval |= CAN_APPLY_UNAPPLY;
3020
3021 if (!tmp)
3022 tmp = tmp1;
3023 else if (tmp != tmp1)
3024 retval |= CAN_APPLY_UNAPPLY_MULT;
3025
3026 /* This object isn't using up all the slots, so there must
3027 * be another. If so, and it the new item doesn't need all
3028 * the slots, the player then has a choice.
3029 */
3030 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3031 && abs (op->slot[i].info) < who->slot[i].info)
3032 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3033
3034 /* Does unequippint 'tmp1' free up enough slots for this to be
3035 * equipped? If not, there must be something else to unapply.
3036 */
3037 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3038 retval |= CAN_APPLY_UNAPPLY_MULT;
3039 }
3040 } /* if not enough free slots */
3041 } /* if this object uses location i */
3042 } /* for i -> num_body_locations loop */
3043
3044 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3045 * really be controlled by use of body locations. We do have
3046 * the weapon/shield checks, and the range checks for monsters,
3047 * because you can't control those just by body location - bows, shields,
3048 * and weapons all use the same slot. Similar for horn/rod/wand - they
3049 * all use the same location.
3050 */
3051 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3052 retval |= CAN_APPLY_RESTRICTION;
3053
3054 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3055 retval |= CAN_APPLY_RESTRICTION;
3056
3057 if (who->type != PLAYER)
3058 {
3059 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3060 retval |= CAN_APPLY_RESTRICTION;
3061
3062 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3063 retval |= CAN_APPLY_RESTRICTION;
3064
3065 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3066 retval |= CAN_APPLY_RESTRICTION;
3067
3068 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3069 retval |= CAN_APPLY_RESTRICTION;
3070 }
3071
3072 return retval;
3073 }
3074
3075 /**
3076 * who is the object using the object. It can be a monster.
3077 * op is the object they are using. op is an equipment type item,
3078 * eg, one which you put on and keep on for a while, and not something
3079 * like a potion or scroll.
3080 *
3081 * function returns 1 if the action could not be completed, 0 on
3082 * success. However, success is a matter of meaning - if the
3083 * user passes the 'apply' flag to an object already applied,
3084 * nothing is done, and 0 is returned.
3085 *
3086 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3087 * AP_UNAPPLY=always unapply).
3088 *
3089 * Optional flags:
3090 * AP_NO_MERGE: don't merge an unapplied object with other objects
3091 * AP_IGNORE_CURSE: unapply cursed items
3092 * AP_NO_READY: do not ready skills when applying skill tools
3093 *
3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3095 *
3096 * apply_special() doesn't check for unpaid items.
3097 */
3098
3099 #define LACK_ITEM_POWER \
3100 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3101
3102 int
3103 apply_special (object *who, object *op, int aflags)
3104 {
3105 int basic_flag = aflags & AP_BASIC_FLAGS;
3106 object *tmp, *tmp2, *skop = NULL;
3107
3108 if (who == NULL)
3109 {
3110 LOG (llevError, "apply_special() from object without environment.\n");
3111 return 1;
3112 }
3113
3114 if (op->env != who)
3115 return 1; /* op is not in inventory */
3116
3117 /* trying to unequip op */
3118 if (QUERY_FLAG (op, FLAG_APPLIED))
3119 {
3120 /* always apply, so no reason to unapply */
3121 if (basic_flag == AP_APPLY)
3122 return 0;
3123
3124 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3125 {
3126 new_draw_info_format (NDI_UNIQUE, 0, who,
3127 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3128 query_name (op));
3129 return 1;
3130 }
3131
3132 return unapply_special (who, op, aflags);
3133 }
3134
3135 if (basic_flag == AP_UNAPPLY)
3136 return 0;
3137
3138 // if the item is combat/ranged, wield the relevant slot first
3139 // to resolve conflicts.
3140 if (player *pl = who->contr)
3141 switch (op->slottype ())
3142 {
3143 case slot_combat: who->change_weapon (pl->combat_ob); break;
3144 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3145 }
3146
3147 splay (op);
3148
3149 /* Can't just apply this object. Lets see what not and what to do */
3150 if (int i = can_apply_object (who, op))
3151 {
3152 if (i & CAN_APPLY_NEVER)
3153 {
3154 new_draw_info_format (NDI_UNIQUE, 0, who,
3155 "You don't have the body to use a %s. H<You can never apply this item.>",
3156 query_name (op));
3157 return 1;
3158 }
3159 else if (i & CAN_APPLY_RESTRICTION)
3160 {
3161 new_draw_info_format (NDI_UNIQUE, 0, who,
3162 "You have a prohibition against using a %s. "
3163 "H<Your belief, profession or class prevents you from applying this item.>",
3164 query_name (op));
3165 return 1;
3166 }
3167
3168 if (who->type != PLAYER)
3169 {
3170 /* Some error, so don't try to equip something more */
3171 if (unapply_for_ob (who, op, aflags))
3172 return 1;
3173 }
3174 else
3175 {
3176 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3177 {
3178 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3179 unapply_for_ob (who, op, AP_PRINT);
3180 return 1;
3181 }
3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3183 if (unapply_for_ob (who, op, aflags))
3184 return 1;
3185 }
3186 }
3187
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 {
3190 skop = find_skill_by_name (who, op->skill);
3191
3192 if (!skop)
3193 {
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3195 return 1;
3196 }
3197 else
3198 /* While experience will be credited properly, we want to change the
3199 * skill so that the dam and wc get updated
3200 */
3201 who->change_skill (skop);
3202 }
3203
3204 if (who->type == PLAYER
3205 && op->item_power
3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 {
3208 new_draw_info (NDI_UNIQUE, 0, who,
3209 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3210 return 1;
3211 }
3212
3213 /* Ok. We are now at the state where we can apply the new object.
3214 * Note that we don't have the checks for can_use_...
3215 * below - that is already taken care of by can_apply_object.
3216 */
3217 if (op->nrof > 1)
3218 tmp = get_split_ob (op, op->nrof - 1);
3219 else
3220 tmp = 0;
3221
3222 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223 return RESULT_INT (0);
3224
3225 switch (op->type)
3226 {
3227 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat))
3229 {
3230 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3231 "It would consume your soul!." LACK_ITEM_POWER);
3232
3233 if (tmp)
3234 insert_ob_in_ob (tmp, who);
3235
3236 return 1;
3237 }
3238
3239 //TODO: this obviously fails for players using a shorter prefix
3240 // i.e. "R" can use Ragnarok's sword.
3241 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3242 {
3243 /* if the weapon does not have the name as the character, can't use it. */
3244 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3245 new_draw_info (NDI_UNIQUE, 0, who,
3246 "The weapon does not recognize you as its owner. "
3247 "H<Its name indicates that it belongs to somebody else.>");
3248
3249 if (tmp)
3250 insert_ob_in_ob (tmp, who);
3251
3252 return 1;
3253 }
3254
3255 if (!skop)
3256 {
3257 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3258 return 1;
3259 }
3260
3261 SET_FLAG (op, FLAG_APPLIED);
3262 who->change_skill (skop);
3263
3264 if (who->contr)
3265 who->change_weapon (who->contr->combat_ob = op);
3266
3267 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3268
3269 SET_FLAG (who, FLAG_READY_WEAPON);
3270 change_abil (who, op);
3271 break;
3272
3273 case ARMOUR:
3274 case HELMET:
3275 case SHIELD:
3276 case BOOTS:
3277 case GLOVES:
3278 case GIRDLE:
3279 case BRACERS:
3280 case CLOAK:
3281 case RING:
3282 case AMULET:
3283 SET_FLAG (op, FLAG_APPLIED);
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3285 change_abil (who, op);
3286 break;
3287
3288 case LAMP:
3289 if (op->stats.food < 1)
3290 {
3291 new_draw_info_format (NDI_UNIQUE, 0, who,
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3294 return 1;
3295 }
3296
3297 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 if (who->type == PLAYER)
3309 esrv_del_item (who->contr, op->count);
3310
3311 op->destroy ();
3312
3313 /* insert the portion that was split off */
3314 if (tmp)
3315 {
3316 insert_ob_in_ob (tmp, who);
3317 if (who->type == PLAYER)
3318 esrv_send_item (who, tmp);
3319 }
3320
3321 who->update_stats ();
3322
3323 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3324 if (who->type == PLAYER)
3325 {
3326 new_draw_info (NDI_UNIQUE, 0, who,
3327 "Oops, it feels deadly cold! "
3328 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3329 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3330 }
3331
3332 if (who->type == PLAYER)
3333 esrv_send_item (who, tmp2);
3334
3335 return 0;
3336
3337 case SKILL_TOOL:
3338 // applying a skill tool also readies the skill
3339 SET_FLAG (op, FLAG_APPLIED);
3340
3341 if (!(aflags & AP_NO_READY))
3342 {
3343 skop = find_skill_by_name (who, op->skill);
3344 if (!skop->flag [FLAG_APPLIED])
3345 apply_special (who, skop, AP_APPLY);
3346 }
3347 break;
3348
3349 case SKILL:
3350 if (player *pl = who->contr)
3351 {
3352 if (IS_COMBAT_SKILL (op->subtype))
3353 {
3354 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3355 {
3356 for (object *item = who->inv; item; item = item->below)
3357 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3358 {
3359 if (item->skill == op->skill)
3360 {
3361 who->change_weapon (pl->combat_ob = item);
3362 goto found_weapon;
3363 }
3364 }
3365
3366 new_draw_info_format (NDI_UNIQUE, 0, who,
3367 "You need to apply a '%s' melee weapon before readying this skill. "
3368 "H<Some skills need an item, in this case a melee weapon, to function.>",
3369 &op->skill);
3370 return 1;
3371
3372 found_weapon:;
3373 }
3374 else
3375 who->change_weapon (pl->combat_ob = op);
3376 }
3377 else if (IS_RANGED_SKILL (op->subtype))
3378 {
3379 if (skill_flags [op->subtype] & SF_NEED_BOW)
3380 {
3381 for (object *item = who->inv; item; item = item->below)
3382 if (item->type == BOW && item->flag [FLAG_APPLIED])
3383 {
3384 //TODO: bows should/must all have skill missile weapon right now
3385 who->change_weapon (pl->ranged_ob = item);
3386 goto found_bow;
3387 }
3388
3389 new_draw_info (NDI_UNIQUE, 0, who,
3390 "You need to apply a missile weapon before readying this skill. "
3391 "H<Some skills need an item, in this case a missile weapon, to function.>");
3392 return 1;
3393
3394 found_bow:;
3395 }
3396 else
3397 who->change_weapon (pl->ranged_ob = op);
3398 }
3399
3400 if (!op->invisible)
3401 {
3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3404 }
3405 else
3406 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3407 }
3408 else
3409 {
3410 SET_FLAG (op, FLAG_APPLIED);
3411 change_abil (who, op);
3412 who->chosen_skill = op;
3413 SET_FLAG (who, FLAG_READY_SKILL);
3414 }
3415
3416 break;
3417
3418 case BOW:
3419 if (!check_weapon_power (who, op->last_eat))
3420 {
3421 new_draw_info (NDI_UNIQUE, 0, who,
3422 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3423
3424 if (tmp)
3425 insert_ob_in_ob (tmp, who);
3426
3427 return 1;
3428 }
3429
3430 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3431 {
3432 new_draw_info (NDI_UNIQUE, 0, who,
3433 "The weapon does not recognize you as its owner. "
3434 "H<Its name indicates that it belongs to somebody else.>");
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 /*FALLTHROUGH*/
3442 case WAND:
3443 case ROD:
3444 case HORN:
3445 /* check for skill, alter player status */
3446
3447 if (!skop)
3448 {
3449 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3450 return 1;
3451 }
3452
3453 SET_FLAG (op, FLAG_APPLIED);
3454 who->change_skill (skop);
3455
3456 if (who->contr)
3457 {
3458 who->contr->ranged_ob = op;
3459
3460 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3461
3462 if (op->type == BOW)
3463 {
3464 who->current_weapon = op;
3465 change_abil (who, op);
3466 new_draw_info_format (NDI_UNIQUE, 0, who,
3467 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3468 }
3469 }
3470 else
3471 {
3472 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW);
3474 else
3475 SET_FLAG (who, FLAG_READY_RANGE);
3476 }
3477
3478 break;
3479
3480 case BUILDER:
3481 if (who->type == PLAYER)
3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485 unapply_special (who, who->contr->ranged_ob, 0);
3486
3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3488
3489 who->contr->ranged_ob = op;
3490 }
3491 break;
3492
3493 default:
3494 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3495 } /* end of switch op->type */
3496
3497 SET_FLAG (op, FLAG_APPLIED);
3498
3499 if (tmp)
3500 tmp = insert_ob_in_ob (tmp, who);
3501
3502 who->update_stats ();
3503
3504 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point,
3506 * you don't know anything about them.
3507 */
3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3510
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER)
3513 {
3514 new_draw_info (NDI_UNIQUE, 0, who,
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3517 SET_FLAG (op, FLAG_KNOWN_CURSED);
3518 }
3519
3520 if (who->type == PLAYER)
3521 {
3522 /* if multiple objects were applied, update both slots */
3523 if (tmp)
3524 esrv_send_item (who, tmp);
3525
3526 esrv_send_item (who, op);
3527 }
3528
3529 return 0;
3530 }
3531
3532 int
3533 monster_apply_special (object *who, object *op, int aflags)
3534 {
3535 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3536 return 1;
3537
3538 return apply_special (who, op, aflags);
3539 }
3540
3541 /**
3542 * Map was just loaded, handle op's initialisation.
3543 *
3544 * Generates shop floor's item, and treasures.
3545 */
3546 int
3547 auto_apply (object *op)
3548 {
3549 object *tmp = NULL, *tmp2;
3550 int i;
3551
3552 switch (op->type)
3553 {
3554 case SHOP_FLOOR:
3555 if (!op->has_random_items ())
3556 return 0;
3557
3558 do
3559 {
3560 i = 10; /* let's give it 10 tries */
3561 while ((tmp = generate_treasure (op->randomitems,
3562 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3563 if (tmp == NULL)
3564 return 0;
3565 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3566 {
3567 tmp->destroy ();
3568 tmp = NULL;
3569 }
3570 }
3571 while (!tmp);
3572
3573 tmp->x = op->x;
3574 tmp->y = op->y;
3575 SET_FLAG (tmp, FLAG_UNPAID);
3576 insert_ob_in_map (tmp, op->map, NULL, 0);
3577 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3578 identify (tmp);
3579 break;
3580
3581 case TREASURE:
3582 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3583 return 0;
3584
3585 while (op->stats.hp-- > 0)
3586 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3587 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3588
3589 /* If we generated an object and put it in this object inventory,
3590 * move it to the parent object as the current object is about
3591 * to disappear. An example of this item is the random_* stuff
3592 * that is put inside other objects.
3593 */
3594 for (tmp = op->inv; tmp; tmp = tmp2)
3595 {
3596 tmp2 = tmp->below;
3597 tmp->remove ();
3598
3599 if (op->env)
3600 insert_ob_in_ob (tmp, op->env);
3601 else
3602 tmp->destroy ();
3603 }
3604
3605 op->destroy ();
3606 break;
3607 }
3608 return tmp ? 1 : 0;
3609 }
3610
3611 /**
3612 * fix_auto_apply goes through the entire map every time a map
3613 * is loaded or swapped in and performs special actions for
3614 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate.
3616 */
3617 void
3618 maptile::fix_auto_apply ()
3619 {
3620 if (!spaces)
3621 return;
3622
3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3624 for (object *tmp = ms->bot; tmp; )
3625 {
3626 object *above = tmp->above;
3627
3628 if (tmp->inv)
3629 {
3630 object *invtmp, *invnext;
3631
3632 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 {
3634 invnext = invtmp->below;
3635
3636 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3637 auto_apply (invtmp);
3638 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3639 {
3640 while ((invtmp->stats.hp--) > 0)
3641 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3642
3643 invtmp->randomitems = NULL;
3644 }
3645 else if (invtmp && invtmp->arch
3646 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3647 {
3648 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3649 /* Need to clear this so that we never try to create
3650 * treasure again for this object
3651 */
3652 invtmp->randomitems = NULL;
3653 }
3654 }
3655 /* This is really temporary - the code at the bottom will
3656 * also set randomitems to null. The problem is there are bunches
3657 * of maps/players already out there with items that have spells
3658 * which haven't had the randomitems set to null yet.
3659 * MSW 2004-05-13
3660 *
3661 * And if it's a spellbook, it's better to set randomitems to NULL too,
3662 * else you get two spells in the book ^_-
3663 * Ryo 2004-08-16
3664 */
3665 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3666 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3667 tmp->randomitems = NULL;
3668
3669 }
3670
3671 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3672 auto_apply (tmp);
3673 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3674 {
3675 while ((tmp->stats.hp--) > 0)
3676 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3677 tmp->randomitems = NULL;
3678 }
3679 else if (tmp->type == TIMED_GATE)
3680 {
3681 object *head = tmp->head != NULL ? tmp->head : tmp;
3682
3683 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->set_speed (0);
3685 }
3686 /* This function can be called everytime a map is loaded, even when
3687 * swapping back in. As such, we don't want to create the treasure
3688 * over and ove again, so after we generate the treasure, blank out
3689 * randomitems so if it is swapped in again, it won't make anything.
3690 * This is a problem for the above objects, because they have counters
3691 * which say how many times to make the treasure.
3692 */
3693 else if (tmp && tmp->arch && tmp->type != PLAYER
3694 && tmp->type != TREASURE && tmp->type != SPELL
3695 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3696 {
3697 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3698 tmp->randomitems = NULL;
3699 }
3700
3701 // close all containers
3702 else if (tmp->type == CONTAINER)
3703 tmp->flag [FLAG_APPLIED] = 0;
3704
3705 tmp = above;
3706 }
3707
3708 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3709 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3710 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3711 check_trigger (tmp, tmp->above);
3712 }
3713
3714 /**
3715 * Handles player eating food that temporarily changes status (resistances, stats).
3716 * This used to call cast_change_attr(), but
3717 * that doesn't work with the new spell code. Since we know what
3718 * the food changes, just grab a force and use that instead.
3719 */
3720 void
3721 eat_special_food (object *who, object *food)
3722 {
3723 object *force;
3724 int i, did_one = 0;
3725
3726 force = get_archetype (FORCE_NAME);
3727
3728 for (i = 0; i < NUM_STATS; i++)
3729 if (sint8 k = food->stats.stat (i))
3730 {
3731 force->stats.stat (i) = k;
3732 did_one = 1;
3733 }
3734
3735 /* check if we can protect the eater */
3736 for (i = 0; i < NROFATTACKS; i++)
3737 {
3738 if (food->resist[i] > 0)
3739 {
3740 force->resist[i] = food->resist[i] / 2;
3741 did_one = 1;
3742 }
3743 }
3744
3745 if (did_one)
3746 {
3747 force->set_speed (0.1);
3748 /* bigger morsel of food = longer effect time */
3749 force->duration = food->stats.food / 5;
3750 SET_FLAG (force, FLAG_APPLIED);
3751 change_abil (who, force);
3752 insert_ob_in_ob (force, who);
3753 }
3754 else
3755 force->destroy ();
3756
3757 /* check for hp, sp change */
3758 if (food->stats.hp != 0)
3759 {
3760 if (QUERY_FLAG (food, FLAG_CURSED))
3761 {
3762 assign (who->contr->killer, food->name);
3763 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3764 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3765 }
3766 else
3767 {
3768 if (food->stats.hp > 0)
3769 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3770 else
3771 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3772 who->stats.hp += food->stats.hp;
3773 }
3774 }
3775 if (food->stats.sp != 0)
3776 {
3777 if (QUERY_FLAG (food, FLAG_CURSED))
3778 {
3779 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3780 who->stats.sp -= food->stats.sp;
3781 if (who->stats.sp < 0)
3782 who->stats.sp = 0;
3783 }
3784 else
3785 {
3786 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3787 who->stats.sp += food->stats.sp;
3788 /* place limit on max sp from food? */
3789 }
3790 }
3791 who->update_stats ();
3792 }
3793
3794 /**
3795 * Designed primarily to light torches/lanterns/etc.
3796 * Also burns up burnable material too. First object in the inventory is
3797 * the selected object to "burn". -b.t.
3798 */
3799 void
3800 apply_lighter (object *who, object *lighter)
3801 {
3802 object *item;
3803 int is_player_env = 0;
3804
3805 item = find_marked_object (who);
3806 if (item)
3807 {
3808 if (lighter->last_eat && lighter->stats.food)
3809 { /* lighter gets used up */
3810 /* Split multiple lighters if they're being used up. Otherwise *
3811 * one charge from each would be used up. --DAMN */
3812 if (lighter->nrof > 1)
3813 {
3814 object *oneLighter = lighter->clone ();
3815
3816 lighter->nrof -= 1;
3817 oneLighter->nrof = 1;
3818 oneLighter->stats.food--;
3819 esrv_send_item (who, lighter);
3820 oneLighter = insert_ob_in_ob (oneLighter, who);
3821 esrv_send_item (who, oneLighter);
3822 }
3823 else
3824 lighter->stats.food--;
3825 }
3826 else if (lighter->last_eat)
3827 { /* no charges left in lighter */
3828 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3829 return;
3830 }
3831
3832 /* Perhaps we should split what we are trying to light on fire?
3833 * I can't see many times when you would want to light multiple
3834 * objects at once.
3835 */
3836
3837 if (who == item->in_player ())
3838 is_player_env = 1;
3839
3840 save_throw_object (item, AT_FIRE, who);
3841
3842 if (item->destroyed ())
3843 {
3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3845 /* Need to update the player so that the players glow radius
3846 * gets changed.
3847 */
3848 if (is_player_env)
3849 who->update_stats ();
3850 }
3851 else
3852 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3853 }
3854 else /* nothing to light */
3855 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3856
3857 }
3858
3859 /**
3860 * op made some mistake with a scroll, this takes care of punishment.
3861 * scroll_failure()- hacked directly from spell_failure
3862 */
3863 void
3864 scroll_failure (object *op, int failure, int power)
3865 {
3866 if (abs (failure / 4) > power)
3867 power = abs (failure / 4); /* set minimum effect */
3868
3869 if (failure <= -1 && failure > -15)
3870 { /* wonder */
3871 object *tmp;
3872
3873 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3874 tmp = get_archetype (SPELL_WONDER);
3875 cast_wonder (op, op, 0, tmp);
3876 tmp->destroy ();
3877 }
3878 else if (failure <= -15 && failure > -35)
3879 { /* drain mana */
3880 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3881 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3882 if (op->stats.sp < 0)
3883 op->stats.sp = 0;
3884 }
3885 else if (settings.spell_failure_effects == TRUE)
3886 {
3887 if (failure <= -35 && failure > -60)
3888 { /* confusion */
3889 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3890 confuse_player (op, op, power);
3891 }
3892 else if (failure <= -60 && failure > -70)
3893 { /* paralysis */
3894 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3895 paralyze_player (op, op, power);
3896 }
3897 else if (failure <= -70 && failure > -80)
3898 { /* blind */
3899 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3900 blind_player (op, op, power);
3901 }
3902 else if (failure <= -80)
3903 { /* blast the immediate area */
3904 object *tmp = get_archetype (LOOSE_MANA);
3905 cast_magic_storm (op, tmp, power);
3906 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3907 tmp->destroy ();
3908 }
3909 }
3910 }
3911
3912 void
3913 apply_changes_to_player (object *pl, object *change)
3914 {
3915 int excess_stat = 0; /* if the stat goes over the maximum
3916 for the race, put the excess stat some
3917 where else. */
3918
3919 switch (change->type)
3920 {
3921 case CLASS:
3922 {
3923 living *stats = &(pl->contr->orig_stats);
3924 living *ns = &(change->stats);
3925 object *walk;
3926 int flag_change_face = 1;
3927
3928 /* the following code assigns stats up to the stat max
3929 * for the race, and if the stat max is exceeded,
3930 * tries to randomly reassign the excess stat
3931 */
3932 int i, j;
3933
3934 for (i = 0; i < NUM_STATS; i++)
3935 {
3936 int race_bonus = pl->arch->stats.stat (i);
3937 sint8 stat = stats->stat (i) + ns->stat (i);
3938
3939 if (stat > 20 + race_bonus)
3940 {
3941 excess_stat++;
3942 stat = 20 + race_bonus;
3943 }
3944
3945 stats->stat (i) = stat;
3946 }
3947
3948 for (j = 0; excess_stat > 0 && j < 100; j++)
3949 { /* try 100 times to assign excess stats */
3950 int i = rndm (0, 6);
3951
3952 if (i == CHA)
3953 continue; /* exclude cha from this */
3954
3955 int stat = stats->stat (i);
3956 int race_bonus = pl->arch->stats.stat (i);
3957 if (stat < 20 + race_bonus)
3958 {
3959 change_attr_value (stats, i, 1);
3960 excess_stat--;
3961 }
3962 }
3963
3964 /* insert the randomitems from the change's treasurelist into
3965 * the player ref: player.c
3966 */
3967 if (change->randomitems != NULL)
3968 give_initial_items (pl, change->randomitems);
3969
3970 /* set up the face, for some races. */
3971
3972 /* first, look for the force object banning
3973 * changing the face. Certain races never change face with class.
3974 */
3975 for (walk = pl->inv; walk != NULL; walk = walk->below)
3976 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3977 flag_change_face = 0;
3978
3979 if (flag_change_face)
3980 {
3981 pl->animation_id = GET_ANIM_ID (change);
3982 pl->face = change->face;
3983
3984 if (QUERY_FLAG (change, FLAG_ANIMATE))
3985 SET_FLAG (pl, FLAG_ANIMATE);
3986 else
3987 CLEAR_FLAG (pl, FLAG_ANIMATE);
3988 }
3989
3990 /* check the special case of can't use weapons */
3991 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3992 if (!strcmp (change->name, "monk"))
3993 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3994
3995 break;
3996 }
3997 }
3998 }
3999
4000 /**
4001 * This handles items of type 'transformer'.
4002 * Basically those items, used with a marked item, transform both items into something
4003 * else.
4004 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4005 * Change information is contained in the 'slaying' field of the marked item.
4006 * The format is as follow: transformer:[number ]yield[;transformer:...].
4007 * This way an item can be transformed in many things, and/or many objects.
4008 * The 'slaying' field for transformer is used as verb for the action.
4009 */
4010 void
4011 apply_item_transformer (object *pl, object *transformer)
4012 {
4013 object *marked;
4014 object *new_item;
4015 char *find;
4016 char *separator;
4017 int yield;
4018 char got[MAX_BUF];
4019 int len;
4020
4021 if (!pl || !transformer)
4022 return;
4023
4024 marked = find_marked_object (pl);
4025
4026 if (!marked)
4027 {
4028 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4029 return;
4030 }
4031
4032 if (!marked->slaying)
4033 {
4034 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4035 return;
4036 }
4037
4038 /* check whether they are compatible or not */
4039 find = strstr (marked->slaying, transformer->arch->archname);
4040 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4041 {
4042 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4043 return;
4044 }
4045
4046 find += strlen (transformer->arch->archname) + 1;
4047 /* Item can be used, now find how many and what it yields */
4048 if (isdigit (*(find)))
4049 {
4050 yield = atoi (find);
4051 if (yield < 1)
4052 {
4053 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4054 yield = 1;
4055 }
4056 }
4057 else
4058 yield = 1;
4059
4060 while (isdigit (*find))
4061 find++;
4062 while (*find == ' ')
4063 find++;
4064
4065 memset (got, 0, MAX_BUF);
4066
4067 if ((separator = strchr (find, ';')) != NULL)
4068 len = separator - find;
4069 else
4070 len = strlen (find);
4071
4072 if (len > MAX_BUF - 1)
4073 len = MAX_BUF - 1;
4074
4075 strcpy (got, find);
4076 got[len] = '\0';
4077
4078 /* Now create new item, remove used ones when required. */
4079 new_item = get_archetype (got);
4080 if (!new_item)
4081 {
4082 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4083 return;
4084 }
4085
4086 new_item->nrof = yield;
4087 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4088 insert_ob_in_ob (new_item, pl);
4089 esrv_send_inventory (pl, pl);
4090 /* Eat up one item */
4091 decrease_ob_nr (marked, 1);
4092
4093 /* Eat one transformer if needed */
4094 if (transformer->stats.food)
4095 if (--transformer->stats.food == 0)
4096 decrease_ob_nr (transformer, 1);
4097 }