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/cvs/deliantra/server/server/apply.C
Revision: 1.68
Committed: Sat Feb 10 01:52:29 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +42 -252 lines
Log Message:
hell on earth, rewrote the container code
- it really was a mess before
- open/close events should now be very reliable.
- make container an object_ptr, just to be on the safe side
  (the old code is known to crash, the new code should be reliable, but...).
- its also smaller, much smaller/clearer in sourcecode size and a bit
  smaller in text segment size.

also disable big worldmap again: is this still causing memleaks?

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28 #include <skills.h>
29 #include <tod.h>
30
31 #include <sproto.h>
32
33 /* Want this regardless of rplay. */
34 #include <sounds.h>
35
36 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
37 #include <math.h>
38
39 /**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43 int
44 should_director_abort (object *op, object *victim)
45 {
46 int arch_flag, name_flag, race_flag;
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 {
60 arch_flag = (op->subtype & 1);
61 name_flag = (op->subtype & 2);
62 race_flag = (op->subtype & 4);
63 }
64 else
65 {
66 arch_flag = 1;
67 name_flag = 1;
68 race_flag = 1;
69 }
70
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1;
79
80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match.
82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1;
87
88 return 0;
89 }
90
91 /**
92 * This handles a player dropping money on an altar to identify stuff.
93 * It'll identify marked item, if none all items up to dropped money.
94 * Return value: 1 if money was destroyed, 0 if not.
95 */
96 static int
97 apply_id_altar (object *money, object *altar, object *pl)
98 {
99 object *id, *marked;
100 int success = 0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 {
117 if (operate_altar (altar, &money))
118 {
119 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 if (marked->msg)
122 {
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id = pl->inv; id; id = id->below)
131 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 {
134 if (operate_altar (altar, &money))
135 {
136 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138 if (id->msg)
139 {
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money))
146 break;
147 }
148 else
149 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break;
152 }
153 }
154 }
155 if (!success)
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157 return money == NULL;
158 }
159
160 /**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item.
163 **/
164 static void
165 handle_apply_yield (object *tmp)
166 {
167 const char *yield;
168
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187 }
188
189 /**
190 * Handles applying a potion.
191 */
192 int
193 apply_potion (object *op, object *tmp)
194 {
195 int got_one = 0, i;
196 object *force = 0, *floor = 0;
197
198 floor = GET_MAP_OB (op->map, op->x, op->y);
199
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0;
206 }
207
208 if (op->type == PLAYER)
209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210 identify (tmp);
211
212 handle_apply_yield (tmp);
213
214 /* Potion of restoration - only for players */
215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216 {
217 object *depl;
218 archetype *at;
219
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 {
222 op->drain_stat ();
223 op->update_stats ();
224 decrease_ob (tmp);
225 return 1;
226 }
227
228 if (!(at = archetype::find (ARCH_DEPLETION)))
229 {
230 LOG (llevError, "Could not find archetype depletion\n");
231 return 0;
232 }
233 depl = present_arch_in_ob (at, op);
234
235 if (depl)
236 {
237 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240
241 depl->destroy ();
242 op->update_stats ();
243 }
244 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
246
247 decrease_ob (tmp);
248 return 1;
249 }
250
251 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253 {
254 for (i = 1; i < MIN (11, op->level); i++)
255 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 {
258 if (op->contr->levhp[i] != 1)
259 {
260 op->contr->levhp[i] = 1;
261 break;
262 }
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281 if (op->contr->levsp[i] < 6)
282 {
283 op->contr->levsp[i] = 6;
284 break;
285 }
286 if (op->contr->levgrace[i] < 3)
287 {
288 op->contr->levgrace[i] = 3;
289 break;
290 }
291 }
292 }
293
294 /* Just makes checking easier */
295 if (i < MIN (11, op->level))
296 got_one = 1;
297
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 {
300 if (got_one)
301 {
302 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 }
307 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 }
317 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 }
320
321 decrease_ob (tmp);
322 return 1;
323 }
324
325
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327 * and heroism all fit into this category. Given the spell object code,
328 * there is no limit to the number of spells that potions can be cast,
329 * but direction is problematic to try and imbue fireball potions for example.
330 */
331 if (tmp->inv)
332 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 {
335 object *fball;
336
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 }
346 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348
349 decrease_ob (tmp);
350 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats ();
353 return 1;
354 }
355
356 /* Deal with protection potions */
357 force = NULL;
358 for (i = 0; i < NROFATTACKS; i++)
359 {
360 if (tmp->resist[i])
361 {
362 if (!force)
363 force = get_archetype (FORCE_NAME);
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */
367 }
368 }
369 /* This is a protection potion */
370 if (force)
371 {
372 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 }
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409 }
410
411 /****************************************************************************
412 * Weapon improvement code follows
413 ****************************************************************************/
414
415 /**
416 * This returns the sum of nrof of item (arch name).
417 */
418 static int
419 check_item (object *op, const char *item)
420 {
421 int count = 0;
422
423
424 if (item == NULL)
425 return 0;
426
427 op = op->below;
428 while (op != NULL)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
443 }
444
445 return count;
446 }
447
448 /**
449 * This removes 'nrof' of what item->slaying says to remove.
450 * op is typically the player, which is only
451 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects.
453 */
454 static void
455 eat_item (object *op, const char *item, uint32 nrof)
456 {
457 object *prev;
458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->name, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
478 prev = op;
479 op = op->below;
480 }
481 }
482
483 /**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490 static int
491 check_weapon_power (const object *who, int improvs)
492 {
493
494 /* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498 #if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504 #else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532 #endif
533 }
534
535 /**
536 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */
539 static int
540 check_sacrifice (object *op, const object *improver)
541 {
542 int count = 0;
543
544 if (improver->slaying != NULL)
545 {
546 count = check_item (op, improver->slaying);
547 if (count < 1)
548 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0;
554 }
555 }
556 else
557 count = 1;
558
559 return count;
560 }
561
562 /**
563 * Actually improves the weapon, and tells user.
564 */
565 int
566 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
567 {
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count;
571 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577 return 1;
578 }
579
580 /* Types of improvements, hidden in the sp field. */
581 #define IMPROVE_PREPARE 1
582 #define IMPROVE_DAMAGE 2
583 #define IMPROVE_WEIGHT 3
584 #define IMPROVE_ENCHANT 4
585 #define IMPROVE_STR 5
586 #define IMPROVE_DEX 6
587 #define IMPROVE_CON 7
588 #define IMPROVE_WIS 8
589 #define IMPROVE_CHA 9
590 #define IMPROVE_INT 10
591 #define IMPROVE_POW 11
592
593
594 /**
595 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on.
597 */
598
599 int
600 prepare_weapon (object *op, object *improver, object *weapon)
601 {
602 int sacrifice_count, i;
603 char buf[MAX_BUF];
604
605 if (weapon->level != 0)
606 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 return 0;
609 }
610 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i])
612 break;
613
614 /* If we break out, i will be less than nrofattacks, preventing
615 * improvement of items that already have protections.
616 */
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */
621 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 return 0;
624 }
625 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0)
627 return 0;
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 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0;
774 }
775 otmp = find_marked_object (op);
776 if (!otmp)
777 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0;
780 }
781 if (otmp->type != WEAPON && otmp->type != BOW)
782 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0;
785 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp);
789 return 1;
790 }
791
792 /**
793 * This code deals with the armour improvment scrolls.
794 * Change limits on improvement - let players go up to
795 * +5 no matter what level, but they are limited by item
796 * power.
797 * Try to use same improvement code as in the common/treasure.c
798 * file, so that if you make a +2 full helm, it will be just
799 * the same as one you find in a shop.
800 *
801 * deprecated comment:
802 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
803 * only 'enchantment' of armour is possible - improving
804 * the stats of a player w/ armour as well as a weapon
805 * will probably horribly unbalance the game. Magic enchanting
806 * depends on the level of the character - ie the plus
807 * value (magic) of the armour can never be increased beyond
808 * the level of the character / 10 -- rounding upish, nor may
809 * the armour value of the piece of equipment exceed either
810 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now.
813 */
814 int
815 improve_armour (object *op, object *improver, object *armour)
816 {
817 object *tmp;
818
819 if (armour->magic >= settings.armor_max_enchant)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
822 return 0;
823 }
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?)
828 */
829 if (armour->title)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
832 return 0;
833 }
834
835 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge.
837 */
838 if (armour->nrof > 1)
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842
843 armour->magic++;
844
845 if (!settings.armor_speed_linear)
846 {
847 int base = 100;
848 int pow = 0;
849
850 while (pow < armour->magic)
851 {
852 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++;
854 }
855
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
857 }
858 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860
861 if (!settings.armor_weight_linear)
862 {
863 int base = 100;
864 int pow = 0;
865
866 while (pow < armour->magic)
867 {
868 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++;
870 }
871
872 armour->weight = (armour->arch->clone.weight * base) / 100;
873 }
874 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876
877 if (armour->weight <= 0)
878 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1;
881 }
882
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
884
885 if (op->type == PLAYER)
886 {
887 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats ();
890 }
891 decrease_ob (improver);
892 if (tmp)
893 {
894 insert_ob_in_ob (tmp, op);
895 esrv_send_item (op, tmp);
896 }
897 return 1;
898 }
899
900
901 /*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken.
904 */
905 #define CONV_FROM(xyz) xyz->slaying
906 #define CONV_TO(xyz) xyz->other_arch
907 #define CONV_NR(xyz) xyz->stats.sp
908 #define CONV_NEED(xyz) xyz->stats.food
909
910 /* Takes one items and makes another.
911 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything.
914 */
915 int
916 convert_item (object *item, object *converter)
917 {
918 int nr = 0;
919 uint32 price_in;
920
921 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck)
924 */
925 if (!strcmp (CONV_FROM (converter), "money"))
926 {
927 int cost;
928
929 if (item->type != MONEY)
930 return 0;
931
932 nr = (item->nrof * item->value) / CONV_NEED (converter);
933 if (!nr)
934 return 0;
935 cost = nr * CONV_NEED (converter) / item->value;
936 /* take into account rounding errors */
937 if (nr * CONV_NEED (converter) % item->value)
938 cost++;
939 decrease_ob_nr (item, cost);
940
941 price_in = cost * item->value;
942 }
943 else
944 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0;
948
949 if (CONV_NEED (converter))
950 {
951 nr = item->nrof / CONV_NEED (converter);
952 decrease_ob_nr (item, nr * CONV_NEED (converter));
953 price_in = nr * CONV_NEED (converter) * item->value;
954 }
955 else
956 {
957 price_in = item->value;
958 item->destroy ();
959 }
960 }
961
962 if (converter->inv != NULL)
963 {
964 object *ob;
965 int i;
966 object *ob_to_copy;
967
968 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob;
975 }
976 }
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 }
981 else
982 {
983 if (converter->other_arch == NULL)
984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1;
988 }
989
990 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 }
993
994 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter);
996 if (nr)
997 item->nrof *= nr;
998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value)
1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /**
1006 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this
1008 */
1009 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1;
1012 }
1013
1014 /**
1015 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t.
1019 */
1020 int
1021 apply_container (object *op, object *sack)
1022 {
1023 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */
1025
1026 if (!sack || sack->type != CONTAINER)
1027 {
1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1029 return 0;
1030 }
1031
1032 op->contr->last_used = 0;
1033
1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1038 }
1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1044 {
1045 // open on ground or inv, so close
1046 op->close_container ();
1047 return 1;
1048 }
1049 else if (!sack->env)
1050 {
1051 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1053 return 1;
1054 }
1055
1056 // fall through to opening it (active in inv)
1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1061 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack);
1064 return 1;
1065 }
1066
1067 // it's locked?
1068 if (sack->slaying)
1069 {
1070 if (object *tmp = find_key (op, op, sack))
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1072 else
1073 {
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1075 return 1;
1076 }
1077 }
1078
1079 op->open_container (sack);
1080
1081 return 1;
1082 }
1083
1084 /**
1085 * Handles dropping things on altar.
1086 * Returns true if sacrifice was accepted.
1087 */
1088 static int
1089 apply_altar (object *altar, object *sacrifice, object *originator)
1090 {
1091 /* Only players can make sacrifices on spell casting altars. */
1092 if (altar->inv && (!originator || originator->type != PLAYER))
1093 return 0;
1094
1095 if (operate_altar (altar, &sacrifice))
1096 {
1097 /* Simple check. Unfortunately, it means you can't cast magic bullet
1098 * with an altar. We call it a Potion - altars are stationary - it
1099 * is up to map designers to use them properly.
1100 */
1101 if (altar->inv && altar->inv->type == SPELL)
1102 {
1103 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1104 cast_spell (originator, altar, 0, altar->inv, NULL);
1105 /* If it is connected, push the button. Fixes some problems with
1106 * old maps.
1107 */
1108
1109 /* push_button (altar);*/
1110 }
1111 else
1112 {
1113 altar->value = 1; /* works only once */
1114 push_button (altar);
1115 }
1116
1117 return !sacrifice;
1118 }
1119 else
1120 return 0;
1121 }
1122
1123 /**
1124 * Handles 'movement' of shop mats.
1125 * Returns 1 if 'op' was destroyed, 0 if not.
1126 * Largely re-written to not use nearly as many gotos, plus
1127 * some of this code just looked plain out of date.
1128 * MSW 2001-08-29
1129 */
1130 int
1131 apply_shop_mat (object *shop_mat, object *op)
1132 {
1133 int rv = 0;
1134 double opinion;
1135 object *tmp, *next;
1136
1137 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1138
1139 if (op->type != PLAYER)
1140 {
1141 /* Remove all the unpaid objects that may be carried here.
1142 * This could be pets or monsters that are somehow in
1143 * the shop.
1144 */
1145 for (tmp = op->inv; tmp; tmp = next)
1146 {
1147 next = tmp->below;
1148
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 {
1151 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1152
1153 tmp->remove ();
1154
1155 if (i == -1)
1156 i = 0;
1157
1158 tmp->map = op->map;
1159 tmp->x = op->x + freearr_x[i];
1160 tmp->y = op->y + freearr_y[i];
1161 insert_ob_in_map (tmp, op->map, op, 0);
1162 }
1163 }
1164
1165 /* Don't teleport things like spell effects */
1166 if (QUERY_FLAG (op, FLAG_NO_PICK))
1167 return 0;
1168
1169 /* unpaid objects, or non living objects, can't transfer by
1170 * shop mats. Instead, put it on a nearby space.
1171 */
1172 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1173 {
1174
1175 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1176 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1177
1178 if (i != -1)
1179 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1180
1181 return 0;
1182 }
1183 /* Removed code that checked for multipart objects - it appears that
1184 * the teleport function should be able to handle this just fine.
1185 */
1186 rv = teleport (shop_mat, SHOP_MAT, op);
1187 }
1188 else if (can_pay (op) && get_payment (op))
1189 {
1190 /* this is only used for players */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192
1193 if (shop_mat->msg)
1194 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1195 /* This check below is a bit simplistic - generally it should be correct,
1196 * but there is never a guarantee that the bottom space on the map is
1197 * actually the shop floor.
1198 */
1199 else if (!rv && !is_in_shop (op))
1200 {
1201 opinion = shopkeeper_approval (op->map, op);
1202
1203 if (opinion > 0.9)
1204 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1205 else if (opinion > 0.75)
1206 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1207 else if (opinion > 0.5)
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1209 else
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1211 }
1212 }
1213 else
1214 {
1215 /* if we get here, a player tried to leave a shop but was not able
1216 * to afford the items he has. We try to move the player so that
1217 * they are not on the mat anymore
1218 */
1219 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1220
1221 if (i == -1)
1222 {
1223 LOG (llevError, "Internal shop-mat problem.\n");
1224 }
1225 else
1226 {
1227 op->remove ();
1228 op->x += freearr_x[i];
1229 op->y += freearr_y[i];
1230 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1231 }
1232 }
1233
1234 CLEAR_FLAG (op, FLAG_NO_APPLY);
1235 return rv;
1236 }
1237
1238 /**
1239 * Handles applying a sign.
1240 */
1241 static void
1242 apply_sign (object *op, object *sign, int autoapply)
1243 {
1244 readable_message_type *msgType;
1245 char newbuf[HUGE_BUF];
1246
1247 if (sign->msg == NULL)
1248 {
1249 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1250 return;
1251 }
1252
1253 if (sign->stats.food)
1254 {
1255 if (sign->last_eat >= sign->stats.food)
1256 {
1257 if (!sign->move_on)
1258 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1259 return;
1260 }
1261
1262 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1263 sign->last_eat++;
1264 }
1265
1266 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1267 * No way to know for sure. The presumption is basically that if
1268 * move_on is zero, it needs to be manually applied (doesn't talk
1269 * to us).
1270 */
1271 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1272 {
1273 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1274 return;
1275 }
1276 msgType = get_readable_message_type (sign);
1277 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1278 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1279 }
1280
1281 /**
1282 * 'victim' moves onto 'trap'
1283 * 'victim' leaves 'trap'
1284 * effect is determined by move_on/move_off of trap and move_type of victime.
1285 *
1286 * originator: Player, monster or other object that caused 'victim' to move
1287 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1288 * However, some types of traps require an originator to function.
1289 */
1290 void
1291 move_apply (object *trap, object *victim, object *originator)
1292 {
1293 static int recursion_depth = 0;
1294
1295 /* Only exits affect DMs. */
1296 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1297 return;
1298
1299 /* move_apply() is the most likely candidate for causing unwanted and
1300 * possibly unlimited recursion.
1301 */
1302 /* The following was changed because it was causing perfeclty correct
1303 * maps to fail. 1) it's not an error to recurse:
1304 * rune detonates, summoning monster. monster lands on nearby rune.
1305 * nearby rune detonates. This sort of recursion is expected and
1306 * proper. This code was causing needless crashes.
1307 */
1308 if (recursion_depth >= 500)
1309 {
1310 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1311 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1312 return;
1313 }
1314 recursion_depth++;
1315 if (trap->head)
1316 trap = trap->head;
1317
1318 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1319 goto leave;
1320
1321 switch (trap->type)
1322 {
1323 case PLAYERMOVER:
1324 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1325 {
1326 if (!trap->stats.maxsp)
1327 trap->stats.maxsp = 2;
1328
1329 /* Is this correct? From the docs, it doesn't look like it
1330 * should be divided by trap->speed
1331 */
1332 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1333
1334 /* Just put in some sanity check. I think there is a bug in the
1335 * above with some objects have zero speed, and thus the player
1336 * getting permanently paralyzed.
1337 */
1338 if (victim->speed_left < -50.0)
1339 victim->speed_left = -50.0;
1340 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1341 }
1342 goto leave;
1343
1344 case SPINNER:
1345 if (victim->direction)
1346 {
1347 victim->direction = absdir (victim->direction - trap->stats.sp);
1348 update_turn_face (victim);
1349 }
1350 goto leave;
1351
1352 case DIRECTOR:
1353 if (victim->direction && !should_director_abort (trap, victim))
1354 {
1355 victim->direction = trap->stats.sp;
1356 update_turn_face (victim);
1357 }
1358 goto leave;
1359
1360 case BUTTON:
1361 case PEDESTAL:
1362 update_button (trap);
1363 goto leave;
1364
1365 case ALTAR:
1366 /* sacrifice victim on trap */
1367 apply_altar (trap, victim, originator);
1368 goto leave;
1369
1370 case THROWN_OBJ:
1371 if (trap->inv == NULL)
1372 goto leave;
1373 /* fallthrough */
1374
1375 case ARROW:
1376 /* bad bug: monster throw a object, make a step forwards, step on object ,
1377 * trigger this here and get hit by own missile - and will be own enemy.
1378 * Victim then is his own enemy and will start to kill herself (this is
1379 * removed) but we have not synced victim and his missile. To avoid senseless
1380 * action, we avoid hits here
1381 */
1382 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1383 hit_with_arrow (trap, victim);
1384 goto leave;
1385
1386 case SPELL_EFFECT:
1387 apply_spell_effect (trap, victim);
1388 goto leave;
1389
1390 case TRAPDOOR:
1391 {
1392 int max, sound_was_played;
1393 object *ab, *ab_next;
1394
1395 if (!trap->value)
1396 {
1397 int tot;
1398
1399 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1400 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1401 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1402
1403 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1404 goto leave;
1405
1406 SET_ANIMATION (trap, trap->value);
1407 update_object (trap, UP_OBJ_FACE);
1408 }
1409
1410 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1411 {
1412 /* need to set this up, since if we do transfer the object,
1413 * ab->above would be bogus
1414 */
1415 ab_next = ab->above;
1416
1417 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418 {
1419 if (!sound_was_played)
1420 {
1421 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1422 sound_was_played = 1;
1423 }
1424 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1425 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1426 }
1427 }
1428 goto leave;
1429 }
1430
1431
1432 case CONVERTER:
1433 if (convert_item (victim, trap) < 0)
1434 {
1435 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1436 get_archetype ("burnout")->insert_at (trap, trap);
1437 }
1438
1439 goto leave;
1440
1441 case TRIGGER_BUTTON:
1442 case TRIGGER_PEDESTAL:
1443 case TRIGGER_ALTAR:
1444 check_trigger (trap, victim);
1445 goto leave;
1446
1447 case DEEP_SWAMP:
1448 walk_on_deep_swamp (trap, victim);
1449 goto leave;
1450
1451 case CHECK_INV:
1452 check_inv (victim, trap);
1453 goto leave;
1454
1455 case HOLE:
1456 /* Hole not open? */
1457 if (trap->stats.wc > 0)
1458 goto leave;
1459
1460 /* Is this a multipart monster and not the head? If so, return.
1461 * Processing will happen if the head runs into the pit
1462 */
1463 if (victim->head)
1464 goto leave;
1465
1466 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1467 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1468 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1469 goto leave;
1470
1471 case EXIT:
1472 if (victim->type == PLAYER && EXIT_PATH (trap))
1473 {
1474 /* Basically, don't show exits leading to random maps the
1475 * players output.
1476 */
1477 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1478 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1479
1480 victim->enter_exit (trap);
1481 }
1482 goto leave;
1483
1484 case ENCOUNTER:
1485 /* may be some leftovers on this */
1486 goto leave;
1487
1488 case SHOP_MAT:
1489 apply_shop_mat (trap, victim);
1490 goto leave;
1491
1492 /* Drop a certain amount of gold, and have one item identified */
1493 case IDENTIFY_ALTAR:
1494 apply_id_altar (victim, trap, originator);
1495 goto leave;
1496
1497 case SIGN:
1498 if (victim->type != PLAYER && trap->stats.food > 0)
1499 goto leave; /* monsters musn't apply magic_mouths with counters */
1500
1501 apply_sign (victim, trap, 1);
1502 goto leave;
1503
1504 case CONTAINER:
1505 apply_container (victim, trap);
1506 goto leave;
1507
1508 case RUNE:
1509 case TRAP:
1510 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1511 {
1512 spring_trap (trap, victim);
1513 }
1514 goto leave;
1515
1516 default:
1517 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1518 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1519 goto leave;
1520 }
1521
1522 leave:
1523 recursion_depth--;
1524 }
1525
1526 /**
1527 * Handles reading a regular (ie not containing a spell) book.
1528 */
1529 static void
1530 apply_book (object *op, object *tmp)
1531 {
1532 int lev_diff;
1533 object *skill_ob;
1534
1535 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538 return;
1539 }
1540 if (tmp->msg == NULL)
1541 {
1542 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1543 return;
1544 }
1545
1546 /* need a literacy skill to read stuff! */
1547 skill_ob = find_skill_by_name (op, tmp->skill);
1548 if (!skill_ob)
1549 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1551 return;
1552 }
1553 lev_diff = tmp->level - (skill_ob->level + 5);
1554 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1555 {
1556 if (lev_diff < 2)
1557 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1558 else if (lev_diff < 3)
1559 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1560 else if (lev_diff < 5)
1561 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1562 else if (lev_diff < 8)
1563 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1564 else if (lev_diff < 15)
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1566 else
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1568 return;
1569 }
1570
1571 readable_message_type *msgType = get_readable_message_type (tmp);
1572
1573 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1574 msgType->message_type, msgType->message_subtype,
1575 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1576
1577 /* gain xp from reading */
1578 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1579 { /* only if not read before */
1580 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1581
1582 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1583 {
1584 /*exp_gain *= 2; because they just identified it too */
1585 SET_FLAG (tmp, FLAG_IDENTIFIED);
1586
1587 /* If in a container, update how it looks */
1588 if (tmp->env)
1589 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1590 else
1591 op->contr->ns->floorbox_update ();
1592 }
1593
1594 change_exp (op, exp_gain, skill_ob->skill, 0);
1595 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1596 }
1597 }
1598
1599 /**
1600 * Handles the applying of a skill scroll, calling learn_skill straight.
1601 * op is the person learning the skill, tmp is the skill scroll object
1602 */
1603 static void
1604 apply_skillscroll (object *op, object *tmp)
1605 {
1606 switch ((int) learn_skill (op, tmp))
1607 {
1608 case 0:
1609 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1610 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1611 return;
1612
1613 case 1:
1614 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1615 decrease_ob (tmp);
1616 return;
1617
1618 default:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1620 decrease_ob (tmp);
1621 return;
1622 }
1623 }
1624
1625 /**
1626 * Actually makes op learn spell.
1627 * Informs player of what happens.
1628 */
1629 void
1630 do_learn_spell (object *op, object *spell, int special_prayer)
1631 {
1632 object *tmp;
1633
1634 if (op->type != PLAYER)
1635 {
1636 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1637 return;
1638 }
1639
1640 /* Upgrade special prayers to normal prayers */
1641 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1642 {
1643 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1644 {
1645 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1646 return;
1647 }
1648 return;
1649 }
1650
1651 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1652 tmp = spell->clone ();
1653 insert_ob_in_ob (tmp, op);
1654
1655 if (special_prayer)
1656 SET_FLAG (tmp, FLAG_STARTEQUIP);
1657
1658 esrv_add_spells (op->contr, tmp);
1659 }
1660
1661 /**
1662 * Erases spell from player's inventory.
1663 */
1664 void
1665 do_forget_spell (object *op, const char *spell)
1666 {
1667 object *spob;
1668
1669 if (op->type != PLAYER)
1670 {
1671 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1672 return;
1673 }
1674 if ((spob = check_spell_known (op, spell)) == NULL)
1675 {
1676 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1677 return;
1678 }
1679
1680 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1681 player_unready_range_ob (op->contr, spob);
1682 esrv_remove_spell (op->contr, spob);
1683 spob->destroy ();
1684 }
1685
1686 /**
1687 * Handles player applying a spellbook.
1688 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1689 * stuff like that. Random learning failure too.
1690 */
1691 static void
1692 apply_spellbook (object *op, object *tmp)
1693 {
1694 object *skop, *spell, *spell_skill;
1695
1696 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1697 {
1698 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1699 return;
1700 }
1701
1702 /* artifact_spellbooks have 'slaying' field point to a spell name,
1703 * instead of having their spell stored in stats.sp. These are
1704 * legacy spellbooks
1705 */
1706
1707 if (tmp->slaying != NULL)
1708 {
1709 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1710 if (!spell)
1711 {
1712 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1713 return;
1714 }
1715 else
1716 insert_ob_in_ob (spell, tmp);
1717 tmp->slaying = NULL;
1718 }
1719
1720 skop = find_skill_by_name (op, tmp->skill);
1721
1722 /* need a literacy skill to learn spells. Also, having a literacy level
1723 * lower than the spell will make learning the spell more difficult */
1724 if (!skop)
1725 {
1726 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1727 return;
1728 }
1729
1730 spell = tmp->inv;
1731
1732 if (!spell)
1733 {
1734 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1735 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1736 return;
1737 }
1738
1739 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1740 {
1741 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1742 return;
1743 }
1744
1745 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1746
1747 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1748 {
1749 identify (tmp);
1750
1751 if (tmp->env)
1752 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1753 else
1754 op->contr->ns->floorbox_update ();
1755 }
1756
1757 /* I removed the check for special_prayer_mark here - it didn't make
1758 * a lot of sense - special prayers are not found in spellbooks, and
1759 * if the player doesn't know the spell, doesn't make a lot of sense that
1760 * they would have a special prayer mark.
1761 */
1762 if (check_spell_known (op, spell->name))
1763 {
1764 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1765 return;
1766 }
1767
1768 if (spell->skill)
1769 {
1770 spell_skill = find_skill_by_name (op, spell->skill);
1771
1772 if (!spell_skill)
1773 {
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1775 return;
1776 }
1777
1778 if (spell_skill->level < spell->level)
1779 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1781 return;
1782 }
1783 }
1784
1785 /* Logic as follows
1786 *
1787 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1788 *
1789 * 2- The learner's skill level in literacy adjusts the chance to learn
1790 * a spell.
1791 *
1792 * 3 -Automatically fail to learn if you read while confused
1793 *
1794 * Overall, chances are the same but a player will find having a high
1795 * literacy rate very useful! -b.t.
1796 */
1797 if (QUERY_FLAG (op, FLAG_CONFUSED))
1798 {
1799 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1800 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1801 }
1802 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1803 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1804 {
1805
1806 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1807 do_learn_spell (op, spell, 0);
1808
1809 /* xp gain to literacy for spell learning */
1810 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1811 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1812 }
1813 else
1814 {
1815 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1816 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1817 }
1818 decrease_ob (tmp);
1819 }
1820
1821 /**
1822 * Handles applying a spell scroll.
1823 */
1824 void
1825 apply_scroll (object *op, object *tmp, int dir)
1826 {
1827 object *skop;
1828
1829 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1830 {
1831 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1832 return;
1833 }
1834
1835 if (!tmp->inv || tmp->inv->type != SPELL)
1836 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1838 return;
1839 }
1840
1841 if (op->type == PLAYER)
1842 {
1843 /* players need a literacy skill to read stuff! */
1844 int exp_gain = 0;
1845
1846 /* hard code literacy - tmp->skill points to where the exp
1847 * should go for anything killed by the spell.
1848 */
1849 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1850
1851 if (!skop)
1852 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1854 return;
1855 }
1856
1857 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1858 change_exp (op, exp_gain, skop->skill, 0);
1859 }
1860
1861 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1862 identify (tmp);
1863
1864 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1865
1866
1867 cast_spell (op, tmp, dir, tmp->inv, NULL);
1868 decrease_ob (tmp);
1869 }
1870
1871 /**
1872 * Applies a treasure object - by default, chest. op
1873 * is the person doing the applying, tmp is the treasure
1874 * chest.
1875 */
1876 static void
1877 apply_treasure (object *op, object *tmp)
1878 {
1879 object *treas;
1880
1881
1882 /* Nice side effect of new treasure creation method is that the treasure
1883 * for the chest is done when the chest is created, and put into the chest
1884 * inventory. So that when the chest burns up, the items still exist. Also
1885 * prevents people fromt moving chests to more difficult maps to get better
1886 * treasure
1887 */
1888
1889 treas = tmp->inv;
1890 if (treas == NULL)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1893 decrease_ob (tmp);
1894 return;
1895 }
1896 while (tmp->inv)
1897 {
1898 treas = tmp->inv;
1899
1900 treas->remove ();
1901 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1902
1903 treas->x = op->x;
1904 treas->y = op->y;
1905 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1906
1907 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1908 spring_trap (treas, op);
1909
1910 /* If either player or container was destroyed, no need to do
1911 * further processing. I think this should be enclused with
1912 * spring trap above, as I don't think there is otherwise
1913 * any way for the treasure chest or player to get killed
1914 */
1915 if (op->destroyed () || tmp->destroyed ())
1916 break;
1917 }
1918
1919 if (!tmp->destroyed () && tmp->inv == NULL)
1920 decrease_ob (tmp);
1921
1922 }
1923
1924 /**
1925 * op eats food.
1926 * If player, takes care of messages and dragon special food.
1927 */
1928 static void
1929 apply_food (object *op, object *tmp)
1930 {
1931 int capacity_remaining;
1932
1933 if (op->type != PLAYER)
1934 op->stats.hp = op->stats.maxhp;
1935 else
1936 {
1937 /* check if this is a dragon (player), eating some flesh */
1938 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1939 ;
1940 else
1941 {
1942 /* usual case - no dragon meal: */
1943 if (op->stats.food + tmp->stats.food > 999)
1944 {
1945 if (tmp->type == FOOD || tmp->type == FLESH)
1946 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1947 else
1948 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1949 }
1950
1951 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1952 {
1953 char buf[MAX_BUF];
1954
1955 if (!is_dragon_pl (op))
1956 {
1957 /* eating message for normal players */
1958 if (tmp->type == DRINK)
1959 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1960 else
1961 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1962 }
1963 else
1964 {
1965 /* eating message for dragon players */
1966 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1967 }
1968
1969 new_draw_info (NDI_UNIQUE, 0, op, buf);
1970 capacity_remaining = 999 - op->stats.food;
1971 op->stats.food += tmp->stats.food;
1972 if (capacity_remaining < tmp->stats.food)
1973 op->stats.hp += capacity_remaining / 50;
1974 else
1975 op->stats.hp += tmp->stats.food / 50;
1976 if (op->stats.hp > op->stats.maxhp)
1977 op->stats.hp = op->stats.maxhp;
1978 if (op->stats.food > 999)
1979 op->stats.food = 999;
1980 }
1981
1982 /* special food hack -b.t. */
1983 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1984 eat_special_food (op, tmp);
1985 }
1986 }
1987 handle_apply_yield (tmp);
1988 decrease_ob (tmp);
1989 }
1990
1991 /**
1992 * A dragon is eating some flesh. If the flesh contains resistances,
1993 * there is a chance for the dragon's skin to get improved.
1994 *
1995 * attributes:
1996 * object *op the object (dragon player) eating the flesh
1997 * object *meal the flesh item, getting chewed in dragon's mouth
1998 * return:
1999 * int 1 if eating successful, 0 if it doesn't work
2000 */
2001 int
2002 dragon_eat_flesh (object *op, object *meal)
2003 {
2004 object *skin = NULL; /* pointer to dragon skin force */
2005 object *abil = NULL; /* pointer to dragon ability force */
2006 object *tmp = NULL; /* tmp. object */
2007
2008 char buf[MAX_BUF]; /* tmp. string buffer */
2009 double chance; /* improvement-chance of one resistance type */
2010 double totalchance = 1; /* total chance of gaining one resistance */
2011 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2012 double mbonus = 0; /* monster bonus */
2013 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2014 int winners = 0; /* number of winners */
2015 int i; /* index */
2016
2017 /* let's make sure and doublecheck the parameters */
2018 if (meal->type != FLESH || !is_dragon_pl (op))
2019 return 0;
2020
2021 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2022 from the player's inventory */
2023 shstr_cmp dragon_ability_force ("dragon_ability_force");
2024 shstr_cmp dragon_skin_force ("dragon_skin_force");
2025
2026 for (tmp = op->inv; tmp; tmp = tmp->below)
2027 if (tmp->type == FORCE)
2028 if (tmp->arch->name == dragon_skin_force)
2029 skin = tmp;
2030 else if (tmp->arch->name == dragon_ability_force)
2031 abil = tmp;
2032
2033 /* if either skin or ability are missing, this is an old player
2034 which is not to be considered a dragon -> bail out */
2035 if (skin == NULL || abil == NULL)
2036 return 0;
2037
2038 /* now start by filling stomache and health, according to food-value */
2039 if ((999 - op->stats.food) < meal->stats.food)
2040 op->stats.hp += (999 - op->stats.food) / 50;
2041 else
2042 op->stats.hp += meal->stats.food / 50;
2043 if (op->stats.hp > op->stats.maxhp)
2044 op->stats.hp = op->stats.maxhp;
2045
2046 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2047
2048 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2049
2050 /* on to the interesting part: chances for adding resistance */
2051 for (i = 0; i < NROFATTACKS; i++)
2052 {
2053 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2054 {
2055 /* got positive resistance, now calculate improvement chance (0-100) */
2056
2057 /* this bonus makes resistance increase easier at lower levels */
2058 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2059 if (i == abil->stats.exp)
2060 bonus += 5; /* additional bonus for resistance of ability-focus */
2061
2062 /* monster bonus increases with level, because high-level
2063 flesh is too rare */
2064 mbonus = op->level * 20. / ((double) settings.max_level);
2065
2066 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2067 ((double) settings.max_level)) - skin->resist[i];
2068
2069 if (chance >= 0.)
2070 chance += 1.;
2071 else
2072 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2073
2074 /* chance is proportional to amount of resistance (max. 50) */
2075 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2076
2077 /* doubled chance for resistance of ability-focus */
2078 if (i == abil->stats.exp)
2079 chance = MIN (100., chance * 2.);
2080
2081 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2082 if (rndm (10000) < (int) (chance * 100))
2083 {
2084 atnr_winner[winners] = i;
2085 winners++;
2086 }
2087
2088 if (chance >= 0.01)
2089 totalchance *= 1 - chance / 100;
2090
2091 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2092 }
2093 }
2094
2095 /* inverse totalchance as until now we have the failure-chance */
2096 totalchance = 100 - totalchance * 100;
2097 /* print message according to totalchance */
2098 if (totalchance > 50.)
2099 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2100 else if (totalchance > 10.)
2101 sprintf (buf, "The %s tasted very good.", &meal->name);
2102 else if (totalchance > 1.)
2103 sprintf (buf, "The %s tasted good.", &meal->name);
2104 else if (totalchance > 0.1)
2105 sprintf (buf, "The %s tasted bland.", &meal->name);
2106 else if (totalchance >= 0.01)
2107 sprintf (buf, "The %s had a boring taste.", &meal->name);
2108 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2109 sprintf (buf, "The %s tasted strange.", &meal->name);
2110 else
2111 sprintf (buf, "The %s had no taste.", &meal->name);
2112 new_draw_info (NDI_UNIQUE, 0, op, buf);
2113
2114 /* now choose a winner if we have any */
2115 i = -1;
2116 if (winners > 0)
2117 i = atnr_winner[RANDOM () % winners];
2118
2119 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2120 {
2121 /* resistance increased! */
2122 skin->resist[i]++;
2123 op->update_stats ();
2124
2125 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2126 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2127 }
2128
2129 /* if this flesh contains a new ability focus, we mark it
2130 into the ability_force and it will take effect on next level */
2131 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2132 {
2133 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2134
2135 if (meal->last_eat != abil->stats.exp)
2136 {
2137 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf);
2139 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2140 new_draw_info (NDI_UNIQUE, 0, op, buf);
2141 }
2142 else
2143 {
2144 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 abil->last_eat = 0;
2147 }
2148 }
2149 return 1;
2150 }
2151
2152 /**
2153 * Handles applying an improve armor scroll.
2154 * Does some sanity checks, then calls improve_armour.
2155 */
2156 static void
2157 apply_armour_improver (object *op, object *tmp)
2158 {
2159 object *armor;
2160
2161 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2162 {
2163 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2164 return;
2165 }
2166
2167 armor = find_marked_object (op);
2168
2169 if (!armor)
2170 {
2171 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2172 return;
2173 }
2174
2175 if (armor->type != ARMOUR
2176 && armor->type != CLOAK
2177 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2178 {
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2180 return;
2181 }
2182
2183 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2184 improve_armour (op, tmp, armor);
2185 }
2186
2187 extern void
2188 apply_poison (object *op, object *tmp)
2189 {
2190 if (op->type == PLAYER)
2191 {
2192 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2193 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2194 strcpy (op->contr->killer, "poisonous booze");
2195 }
2196 if (tmp->stats.hp > 0)
2197 {
2198 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2199 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2200 }
2201 op->stats.food -= op->stats.food / 4;
2202 handle_apply_yield (tmp);
2203 decrease_ob (tmp);
2204 }
2205
2206 /**
2207 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2208 * A valid 2 way exit means:
2209 * -You can come back (there is another exit at the other side)
2210 * -You are
2211 * ° the owner of the exit
2212 * ° or in the same party as the owner
2213 *
2214 * Note: a owner in a 2 way exit is saved as the owner's name
2215 * in the field exit->name cause the field exit->owner doesn't
2216 * survive in the swapping (in fact the whole exit doesn't survive).
2217 */
2218 int
2219 is_legal_2ways_exit (object *op, object *exit)
2220 {
2221 if (exit->stats.exp != 1)
2222 return 1; /*This is not a 2 way, so it is legal */
2223
2224 #if 0 //TODO
2225 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2226 return 0; /* This is a reset town portal */
2227 #endif
2228
2229 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2230
2231 if (exitmap)
2232 {
2233 exitmap->load_sync ();
2234
2235 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2236
2237 if (!tmp)
2238 return 0;
2239
2240 for (; tmp; tmp = tmp->above)
2241 {
2242 if (tmp->type != EXIT)
2243 continue; /*Not an exit */
2244
2245 if (!EXIT_PATH (tmp))
2246 continue; /*Not a valid exit */
2247
2248 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2249 continue; /*Not in the same place */
2250
2251 if (exit->map->path != EXIT_PATH (tmp))
2252 continue; /*Not in the same map */
2253
2254 /* From here we have found the exit is valid. However we do
2255 * here the check of the exit owner. It is important for the
2256 * town portals to prevent strangers from visiting your appartments
2257 */
2258 if (!exit->race)
2259 return 1; /*No owner, free for all! */
2260
2261 object *exit_owner = 0;
2262
2263 for_all_players (pp)
2264 {
2265 if (!pp->ob)
2266 continue;
2267
2268 if (pp->ob->name != exit->race)
2269 continue;
2270
2271 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2272 break;
2273 }
2274
2275 if (!exit_owner)
2276 return 0; /* No more owner */
2277
2278 if (exit_owner->contr == op->contr)
2279 return 1; /*It is your exit */
2280
2281 if (exit_owner && /*There is a owner */
2282 (op->contr) && /*A player tries to pass */
2283 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2284 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2285 return 0;
2286
2287 return 1;
2288 }
2289 }
2290
2291 return 0;
2292 }
2293
2294
2295 /**
2296 * Main apply handler.
2297 *
2298 * Checks for unpaid items before applying.
2299 *
2300 * Return value:
2301 * 0: player or monster can't apply objects of that type
2302 * 1: has been applied, or there was an error applying the object
2303 * 2: objects of that type can't be applied if not in inventory
2304 *
2305 * op is the object that is causing object to be applied, tmp is the object
2306 * being applied.
2307 *
2308 * aflag is special (always apply/unapply) flags. Nothing is done with
2309 * them in this function - they are passed to apply_special
2310 */
2311
2312 int
2313 manual_apply (object *op, object *tmp, int aflag)
2314 {
2315 if (tmp->head)
2316 tmp = tmp->head;
2317
2318 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2319 {
2320 if (op->type == PLAYER)
2321 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2323 return 1;
2324 }
2325 else
2326 return 0; /* monsters just skip unpaid items */
2327 }
2328
2329 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2330 return RESULT_INT (0);
2331
2332 switch (tmp->type)
2333 {
2334 case CF_HANDLE:
2335 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2336 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2337 tmp->value = tmp->value ? 0 : 1;
2338 SET_ANIMATION (tmp, tmp->value);
2339 update_object (tmp, UP_OBJ_FACE);
2340 push_button (tmp);
2341 return 1;
2342
2343 case TRIGGER:
2344 if (check_trigger (tmp, op))
2345 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2347 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2348 }
2349 else
2350 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2351
2352 return 1;
2353
2354 case EXIT:
2355 if (op->type != PLAYER)
2356 return 0;
2357
2358 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2359 {
2360 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2361 }
2362 else
2363 {
2364 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2368 op->enter_exit (tmp);
2369 }
2370 return 1;
2371
2372 case SIGN:
2373 apply_sign (op, tmp, 0);
2374 return 1;
2375
2376 case BOOK:
2377 if (op->type == PLAYER)
2378 {
2379 apply_book (op, tmp);
2380 return 1;
2381 }
2382 else
2383 {
2384 return 0;
2385 }
2386
2387 case SKILLSCROLL:
2388 if (op->type == PLAYER)
2389 {
2390 apply_skillscroll (op, tmp);
2391 return 1;
2392 }
2393 return 0;
2394
2395 case SPELLBOOK:
2396 if (op->type == PLAYER)
2397 {
2398 apply_spellbook (op, tmp);
2399 return 1;
2400 }
2401 return 0;
2402
2403 case SCROLL:
2404 apply_scroll (op, tmp, 0);
2405 return 1;
2406
2407 case POTION:
2408 (void) apply_potion (op, tmp);
2409 return 1;
2410
2411 /* Eneq(@csd.uu.se): Handle apply on containers. */
2412 //TODO: remove, as it is unsed?
2413 case CLOSE_CON:
2414 apply_container (op, tmp->env);
2415 return 1;
2416
2417 case CONTAINER:
2418 apply_container (op, tmp);
2419 return 1;
2420
2421 case TREASURE:
2422 if (op->type == PLAYER)
2423 {
2424 apply_treasure (op, tmp);
2425 return 1;
2426 }
2427 else
2428 return 0;
2429
2430 case WEAPON:
2431 case ARMOUR:
2432 case BOOTS:
2433 case GLOVES:
2434 case AMULET:
2435 case GIRDLE:
2436 case BRACERS:
2437 case SHIELD:
2438 case HELMET:
2439 case RING:
2440 case CLOAK:
2441 case WAND:
2442 case ROD:
2443 case HORN:
2444 case SKILL:
2445 case BOW:
2446 case LAMP:
2447 case BUILDER:
2448 case SKILL_TOOL:
2449 if (tmp->env != op)
2450 return 2; /* not in inventory */
2451 (void) apply_special (op, tmp, aflag);
2452 return 1;
2453
2454 case DRINK:
2455 case FOOD:
2456 case FLESH:
2457 apply_food (op, tmp);
2458 return 1;
2459
2460 case POISON:
2461 apply_poison (op, tmp);
2462 return 1;
2463
2464 case SAVEBED:
2465 return 1;
2466
2467 case ARMOUR_IMPROVER:
2468 if (op->type == PLAYER)
2469 {
2470 apply_armour_improver (op, tmp);
2471 return 1;
2472 }
2473 else
2474 return 0;
2475
2476 case WEAPON_IMPROVER:
2477 (void) check_improve_weapon (op, tmp);
2478 return 1;
2479
2480 case CLOCK:
2481 if (op->type == PLAYER)
2482 {
2483 char buf[MAX_BUF];
2484 timeofday_t tod;
2485
2486 get_tod (&tod);
2487 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2488 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2489 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2490 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2491 new_draw_info (NDI_UNIQUE, 0, op, buf);
2492 return 1;
2493 }
2494 else
2495 {
2496 return 0;
2497 }
2498
2499 case MENU:
2500 if (op->type == PLAYER)
2501 {
2502 shop_listing (op);
2503 return 1;
2504 }
2505 else
2506 {
2507 return 0;
2508 }
2509
2510 case POWER_CRYSTAL:
2511 apply_power_crystal (op, tmp); /* see egoitem.c */
2512 return 1;
2513
2514 case LIGHTER: /* for lighting torches/lanterns/etc */
2515 if (op->type == PLAYER)
2516 {
2517 apply_lighter (op, tmp);
2518 return 1;
2519 }
2520 else
2521 {
2522 return 0;
2523 }
2524
2525 case ITEM_TRANSFORMER:
2526 apply_item_transformer (op, tmp);
2527 return 1;
2528
2529 default:
2530 return 0;
2531 }
2532 }
2533
2534
2535 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2536 * messages as needed by player_apply_below(). But there can still be
2537 * "but you are floating high above the ground" messages.
2538 *
2539 * Same return value as apply() function.
2540 */
2541 int
2542 player_apply (object *pl, object *op, int aflag, int quiet)
2543 {
2544 int tmp;
2545
2546 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2547 {
2548 /* player is flying and applying object not in inventory */
2549 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2550 {
2551 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2552 return 0;
2553 }
2554 }
2555
2556 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2557 * applied.
2558 */
2559 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2560 {
2561 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2562 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2563 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2564 op->destroy ();
2565 return 1;
2566 }
2567
2568 pl->contr->last_used = op;
2569
2570 tmp = manual_apply (pl, op, aflag);
2571 if (!quiet)
2572 {
2573 if (tmp == 0)
2574 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2575 else if (tmp == 2)
2576 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2577 }
2578 return tmp;
2579 }
2580
2581 /**
2582 * player_apply_below attempts to apply the object 'below' the player.
2583 * If the player has an open container, we use that for below, otherwise
2584 * we use the ground.
2585 */
2586
2587 void
2588 player_apply_below (object *pl)
2589 {
2590 int floors = 0;
2591
2592 /* If using a container, set the starting item to be the top
2593 * item in the container. Otherwise, use the map.
2594 * This is perhaps more complicated. However, I want to make sure that
2595 * we don't use a corrupt pointer for the next object, so we get the
2596 * next object in the stack before applying. This is can only be a
2597 * problem if player_apply() has a bug in that it uses the object but does
2598 * not return a proper value.
2599 */
2600 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2601 {
2602 next = tmp->below;
2603
2604 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2605 floors++;
2606 else if (floors > 0)
2607 return; /* process only floor objects after first floor object */
2608
2609 /* If it is visible, player can apply it. If it is applied by
2610 * person moving on it, also activate. Added code to make it
2611 * so that at least one of players movement types be that which
2612 * the item needs.
2613 */
2614 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2615 {
2616 if (player_apply (pl, tmp, 0, 1) == 1)
2617 return;
2618 }
2619 if (floors >= 2)
2620 return; /* process at most two floor objects */
2621 }
2622 }
2623
2624 /**
2625 * Unapplies specified item.
2626 * No check done on cursed/damned.
2627 * Break this out of apply_special - this is just done
2628 * to keep the size of apply_special to a more managable size.
2629 */
2630 static int
2631 unapply_special (object *who, object *op, int aflags)
2632 {
2633 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2634 return RESULT_INT (0);
2635
2636 object *tmp2;
2637
2638 CLEAR_FLAG (op, FLAG_APPLIED);
2639 switch (op->type)
2640 {
2641 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643
2644 (void) change_abil (who, op);
2645 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2646 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2647 clear_skill (who);
2648 break;
2649
2650 case SKILL: /* allows objects to impart skills */
2651 case SKILL_TOOL:
2652 if (op != who->chosen_skill)
2653 {
2654 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2655 }
2656 if (who->type == PLAYER)
2657 {
2658 if (who->contr->shoottype == range_skill)
2659 who->contr->shoottype = range_none;
2660 if (!op->invisible)
2661 {
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2663 }
2664 else
2665 {
2666 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2667 }
2668 }
2669 (void) change_abil (who, op);
2670 who->chosen_skill = NULL;
2671 CLEAR_FLAG (who, FLAG_READY_SKILL);
2672 break;
2673
2674 case ARMOUR:
2675 case HELMET:
2676 case SHIELD:
2677 case RING:
2678 case BOOTS:
2679 case GLOVES:
2680 case AMULET:
2681 case GIRDLE:
2682 case BRACERS:
2683 case CLOAK:
2684 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2685 (void) change_abil (who, op);
2686 break;
2687 case LAMP:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2689 tmp2 = arch_to_object (op->other_arch);
2690 tmp2->x = op->x;
2691 tmp2->y = op->y;
2692 tmp2->map = op->map;
2693 tmp2->below = op->below;
2694 tmp2->above = op->above;
2695 tmp2->stats.food = op->stats.food;
2696 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2697
2698 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2699 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2700
2701 if (who->type == PLAYER)
2702 esrv_del_item (who->contr, op->count);
2703
2704 op->destroy ();
2705 insert_ob_in_ob (tmp2, who);
2706 who->update_stats ();
2707 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2708 {
2709 if (who->type == PLAYER)
2710 {
2711 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2712 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2713 }
2714 }
2715 if (who->type == PLAYER)
2716 esrv_send_item (who, tmp2);
2717 return 1; /* otherwise, an attempt to drop causes problems */
2718 break;
2719 case BOW:
2720 case WAND:
2721 case ROD:
2722 case HORN:
2723 clear_skill (who);
2724 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2725 if (who->type == PLAYER)
2726 {
2727 who->contr->shoottype = range_none;
2728 }
2729 else
2730 {
2731 if (op->type == BOW)
2732 CLEAR_FLAG (who, FLAG_READY_BOW);
2733 else
2734 CLEAR_FLAG (who, FLAG_READY_RANGE);
2735 }
2736 break;
2737
2738 case BUILDER:
2739 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2740 who->contr->shoottype = range_none;
2741 who->contr->ranges[range_builder] = NULL;
2742 break;
2743
2744 default:
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2746 break;
2747 }
2748
2749 who->update_stats ();
2750
2751 if (!(aflags & AP_NO_MERGE))
2752 {
2753 object *tmp;
2754
2755 tmp = merge_ob (op, NULL);
2756 if (who->type == PLAYER)
2757 {
2758 if (tmp)
2759 { /* it was merged */
2760 esrv_del_item (who->contr, op->count);
2761 op = tmp;
2762 }
2763
2764 esrv_send_item (who, op);
2765 }
2766 }
2767 return 0;
2768 }
2769
2770 /**
2771 * Returns the object that is using location 'loc'.
2772 * Note that 'start' is the first object to start examing - we
2773 * then go through the below of this. In this way, you can do
2774 * something like:
2775 * tmp = get_item_from_body_location(who->inv, 1);
2776 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2777 * to find the second object that may use this location, etc.
2778 * Returns NULL if no match is found.
2779 * loc is the index into the array we are looking for a match.
2780 * don't return invisible objects unless they are skill objects
2781 * invisible other objects that use
2782 * up body locations can be used as restrictions.
2783 */
2784 object *
2785 get_item_from_body_location (object *start, int loc)
2786 {
2787 object *tmp;
2788
2789 if (!start)
2790 return NULL;
2791
2792 for (tmp = start; tmp; tmp = tmp->below)
2793 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2794 return tmp;
2795
2796 return NULL;
2797 }
2798
2799
2800
2801 /**
2802 * 'op' wants to apply an object, but can't because of other equipment.
2803 * This should only be called when it is known
2804 * that there are objects to unapply. This makes pretty heavy
2805 * use of get_item_from_body_location. It makes no intelligent choice
2806 * on objects - rather, the first that is matched is used.
2807 * Returns 0 on success, returns 1 if there is some problem.
2808 * if aflags is AP_PRINT, we instead print out waht to unapply
2809 * instead of doing it. This is a lot less code than having
2810 * another function that does just that.
2811 */
2812 int
2813 unapply_for_ob (object *who, object *op, int aflags)
2814 {
2815 int i;
2816 object *tmp = NULL, *last;
2817
2818 /* If we are applying a shield or weapon, unapply any equipped shield
2819 * or weapons first - only allowed to use one weapon/shield at a time.
2820 */
2821 if (op->type == WEAPON || op->type == SHIELD)
2822 {
2823 for (tmp = who->inv; tmp; tmp = tmp->below)
2824 {
2825 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2826 {
2827 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2828 {
2829 if (aflags & AP_PRINT)
2830 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2831 else
2832 unapply_special (who, tmp, aflags);
2833 }
2834 else
2835 {
2836 /* In this case, we want to try and remove a cursed item.
2837 * While we know it won't work, we want unapply_special to
2838 * at least generate the message.
2839 */
2840 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2841 return 1;
2842 }
2843
2844 }
2845 }
2846 }
2847
2848 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2849 {
2850 /* this used up a slot that we need to free */
2851 if (op->body_info[i])
2852 {
2853 last = who->inv;
2854
2855 /* We do a while loop - may need to remove several items in order
2856 * to free up enough slots.
2857 */
2858 while ((who->body_used[i] + op->body_info[i]) < 0)
2859 {
2860 tmp = get_item_from_body_location (last, i);
2861 if (!tmp)
2862 {
2863 #if 0
2864 /* Not a bug - we'll get this if the player has cursed items
2865 * equipped.
2866 */
2867 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2868 #endif
2869 return 1;
2870 }
2871 /* If we are just printing, we don't care about cursed status */
2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2873 {
2874 if (aflags & AP_PRINT)
2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2876 else
2877 unapply_special (who, tmp, aflags);
2878 }
2879 else
2880 {
2881 /* Cursed item that we can't unequip - tell the player.
2882 * Note this could be annoying if this is just one of a few,
2883 * so it may not be critical (eg, putting on a ring and you have
2884 * one cursed ring.)
2885 */
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2887 }
2888 last = tmp->below;
2889 }
2890 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2891 * return in the !tmp would have kicked in.
2892 */
2893 } /* if op is using this body location */
2894 } /* for body lcoations */
2895 return 0;
2896 }
2897
2898 /**
2899 * Checks to see if 'who' can apply object 'op'.
2900 * Returns 0 if apply can be done without anything special.
2901 * Otherwise returns a bitmask - potentially several of these may be
2902 * set, but largely depends on circumstance - in the future, processing
2903 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2904 * is set, do we really are what the other flags may be?)
2905 *
2906 * See include/define.h for detailed description of the meaning of
2907 * these return values.
2908 */
2909 int
2910 can_apply_object (object *who, object *op)
2911 {
2912 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2913 return RESULT_INT (0);
2914
2915 int i, retval = 0;
2916 object *tmp = NULL, *ws = NULL;
2917
2918 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2919 * 2 weapons, but we don't want to let them do that. So if they are
2920 * trying to equip a weapon or shield, see if they already have one
2921 * in place and store that way.
2922 */
2923 if (op->type == WEAPON || op->type == SHIELD)
2924 {
2925 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2926 {
2927 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2928 {
2929 retval = CAN_APPLY_UNAPPLY;
2930 ws = tmp;
2931 }
2932 }
2933 }
2934
2935
2936 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2937 {
2938 if (op->body_info[i])
2939 {
2940 /* Item uses more slots than we have */
2941 if (FABS (op->body_info[i]) > who->body_info[i])
2942 {
2943 /* Could return now for efficiently - rest of info below isn'
2944 * really needed.
2945 */
2946 retval |= CAN_APPLY_NEVER;
2947 }
2948 else if ((who->body_used[i] + op->body_info[i]) < 0)
2949 {
2950 /* in this case, equipping this would use more free spots than
2951 * we have.
2952 */
2953 object *tmp1;
2954
2955
2956 /* if we have an applied weapon/shield, and unapply it would free
2957 * enough slots to equip the new item, then just set this can
2958 * continue. We don't care about the logic below - if you have
2959 * shield equipped and try to equip another shield, there is only
2960 * one choice. However, the check for the number of body locations
2961 * does take into the account cases where what is being applied
2962 * may be two handed for example.
2963 */
2964 if (ws)
2965 {
2966 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2967 {
2968 retval |= CAN_APPLY_UNAPPLY;
2969 continue;
2970 }
2971 }
2972
2973 tmp1 = get_item_from_body_location (who->inv, i);
2974 if (!tmp1)
2975 {
2976 #if 0
2977 /* This is sort of an error, but happens a lot when old players
2978 * join in with more stuff equipped than they are now allowed.
2979 */
2980 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2981 #endif
2982 retval |= CAN_APPLY_NEVER;
2983 }
2984 else
2985 {
2986 /* need to unapply something. However, if this something
2987 * is different than we had found before, it means they need
2988 * to apply multiple objects
2989 */
2990 retval |= CAN_APPLY_UNAPPLY;
2991 if (!tmp)
2992 tmp = tmp1;
2993 else if (tmp != tmp1)
2994 {
2995 retval |= CAN_APPLY_UNAPPLY_MULT;
2996 }
2997 /* This object isn't using up all the slots, so there must
2998 * be another. If so, and it the new item doesn't need all
2999 * the slots, the player then has a choice.
3000 */
3001 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3002 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3003
3004 /* Does unequippint 'tmp1' free up enough slots for this to be
3005 * equipped? If not, there must be something else to unapply.
3006 */
3007 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3008 retval |= CAN_APPLY_UNAPPLY_MULT;
3009
3010 }
3011 } /* if not enough free slots */
3012 } /* if this object uses location i */
3013 } /* for i -> num_body_locations loop */
3014
3015 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3016 * really be controlled by use of body locations. We do have
3017 * the weapon/shield checks, and the range checks for monsters,
3018 * because you can't control those just by body location - bows, shields,
3019 * and weapons all use the same slot. Similar for horn/rod/wand - they
3020 * all use the same location.
3021 */
3022 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3023 retval |= CAN_APPLY_RESTRICTION;
3024 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3025 retval |= CAN_APPLY_RESTRICTION;
3026
3027
3028 if (who->type != PLAYER)
3029 {
3030 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3031 retval |= CAN_APPLY_RESTRICTION;
3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3033 retval |= CAN_APPLY_RESTRICTION;
3034 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3035 retval |= CAN_APPLY_RESTRICTION;
3036 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3037 retval |= CAN_APPLY_RESTRICTION;
3038 }
3039 return retval;
3040 }
3041
3042
3043
3044 /**
3045 * who is the object using the object. It can be a monster.
3046 * op is the object they are using. op is an equipment type item,
3047 * eg, one which you put on and keep on for a while, and not something
3048 * like a potion or scroll.
3049 *
3050 * function returns 1 if the action could not be completed, 0 on
3051 * success. However, success is a matter of meaning - if the
3052 * user passes the 'apply' flag to an object already applied,
3053 * nothing is done, and 0 is returned.
3054 *
3055 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3056 * AP_UNAPPLY=always unapply).
3057 *
3058 * Optional flags:
3059 * AP_NO_MERGE: don't merge an unapplied object with other objects
3060 * AP_IGNORE_CURSE: unapply cursed items
3061 *
3062 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3063 *
3064 * apply_special() doesn't check for unpaid items.
3065 */
3066 int
3067 apply_special (object *who, object *op, int aflags)
3068 {
3069 int basic_flag = aflags & AP_BASIC_FLAGS;
3070 object *tmp, *tmp2, *skop = NULL;
3071 int i;
3072
3073 if (who == NULL)
3074 {
3075 LOG (llevError, "apply_special() from object without environment.\n");
3076 return 1;
3077 }
3078
3079 if (op->env != who)
3080 return 1; /* op is not in inventory */
3081
3082 /* trying to unequip op */
3083 if (QUERY_FLAG (op, FLAG_APPLIED))
3084 {
3085 /* always apply, so no reason to unapply */
3086 if (basic_flag == AP_APPLY)
3087 return 0;
3088
3089 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3090 {
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3092 return 1;
3093 }
3094 return unapply_special (who, op, aflags);
3095 }
3096
3097 if (basic_flag == AP_UNAPPLY)
3098 return 0;
3099
3100 i = can_apply_object (who, op);
3101
3102 /* Can't just apply this object. Lets see what not and what to do */
3103 if (i)
3104 {
3105 if (i & CAN_APPLY_NEVER)
3106 {
3107 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3108 return 1;
3109 }
3110 else if (i & CAN_APPLY_RESTRICTION)
3111 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3113 return 1;
3114 }
3115 if (who->type != PLAYER)
3116 {
3117 /* Some error, so don't try to equip something more */
3118 if (unapply_for_ob (who, op, aflags))
3119 return 1;
3120 }
3121 else
3122 {
3123 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3124 {
3125 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3126 unapply_for_ob (who, op, AP_PRINT);
3127 return 1;
3128 }
3129 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3130 {
3131 i = unapply_for_ob (who, op, aflags);
3132 if (i)
3133 return 1;
3134 }
3135 }
3136 }
3137
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 {
3140 skop = find_skill_by_name (who, op->skill);
3141 if (!skop)
3142 {
3143 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3144 return 1;
3145 }
3146 else
3147 {
3148 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated
3150 */
3151 change_skill (who, skop, 0);
3152 }
3153 }
3154
3155 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3156 {
3157 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3158 return 1;
3159 }
3160
3161
3162 /* Ok. We are now at the state where we can apply the new object.
3163 * Note that we don't have the checks for can_use_...
3164 * below - that is already taken care of by can_apply_object.
3165 */
3166
3167
3168 if (op->nrof > 1)
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = NULL;
3172
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0);
3175
3176 switch (op->type)
3177 {
3178 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3182 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3183 if (tmp != NULL)
3184 (void) insert_ob_in_ob (tmp, who);
3185 return 1;
3186 }
3187
3188 //TODO: this obviously fails for players using a shiorter prefix
3189 // i.e. "R" can use Ragnarok's swors.
3190 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3191 {
3192 /* if the weapon does not have the name as the character, can't use it. */
3193 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3195
3196 if (tmp)
3197 insert_ob_in_ob (tmp, who);
3198
3199 return 1;
3200 }
3201
3202 SET_FLAG (op, FLAG_APPLIED);
3203
3204 if (skop)
3205 change_skill (who, skop, 1);
3206 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3207 SET_FLAG (who, FLAG_READY_WEAPON);
3208
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3210
3211 (void) change_abil (who, op);
3212 break;
3213
3214 case ARMOUR:
3215 case HELMET:
3216 case SHIELD:
3217 case BOOTS:
3218 case GLOVES:
3219 case GIRDLE:
3220 case BRACERS:
3221 case CLOAK:
3222 case RING:
3223 case AMULET:
3224 SET_FLAG (op, FLAG_APPLIED);
3225 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3226 (void) change_abil (who, op);
3227 break;
3228 case LAMP:
3229 if (op->stats.food < 1)
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3232 return 1;
3233 }
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3235 tmp2 = arch_to_object (op->other_arch);
3236 tmp2->stats.food = op->stats.food;
3237 SET_FLAG (tmp2, FLAG_APPLIED);
3238 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3239 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3240 insert_ob_in_ob (tmp2, who);
3241
3242 /* Remove the old lantern */
3243 if (who->type == PLAYER)
3244 esrv_del_item (who->contr, op->count);
3245
3246 op->destroy ();
3247
3248 /* insert the portion that was split off */
3249 if (tmp != NULL)
3250 {
3251 (void) insert_ob_in_ob (tmp, who);
3252 if (who->type == PLAYER)
3253 esrv_send_item (who, tmp);
3254 }
3255 who->update_stats ();
3256 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3257 {
3258 if (who->type == PLAYER)
3259 {
3260 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3261 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3262 }
3263 }
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp2);
3266 return 0;
3267 break;
3268
3269 /* this part is needed for skill-tools */
3270 case SKILL:
3271 case SKILL_TOOL:
3272 if (who->chosen_skill)
3273 {
3274 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3275 return 1;
3276 }
3277 if (who->type == PLAYER)
3278 {
3279 who->contr->shoottype = range_skill;
3280 who->contr->ranges[range_skill] = op;
3281 if (!op->invisible)
3282 {
3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3285 }
3286 else
3287 {
3288 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3289 }
3290 }
3291 SET_FLAG (op, FLAG_APPLIED);
3292 (void) change_abil (who, op);
3293 who->chosen_skill = op;
3294 SET_FLAG (who, FLAG_READY_SKILL);
3295 break;
3296
3297 case BOW:
3298 if (!check_weapon_power (who, op->last_eat))
3299 {
3300 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3301 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3302 if (tmp != NULL)
3303 (void) insert_ob_in_ob (tmp, who);
3304 return 1;
3305 }
3306 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3307 {
3308 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3309 if (tmp != NULL)
3310 (void) insert_ob_in_ob (tmp, who);
3311 return 1;
3312 }
3313 /*FALLTHROUGH*/ case WAND:
3314 case ROD:
3315 case HORN:
3316 /* check for skill, alter player status */
3317 SET_FLAG (op, FLAG_APPLIED);
3318 if (skop)
3319 change_skill (who, skop, 0);
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3321
3322 if (who->type == PLAYER)
3323 {
3324 if (op->type == BOW)
3325 {
3326 (void) change_abil (who, op);
3327 new_draw_info_format (NDI_UNIQUE, 0, who,
3328 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3329 who->contr->shoottype = range_bow;
3330 }
3331 else
3332 {
3333 who->contr->shoottype = range_misc;
3334 }
3335 }
3336 else
3337 {
3338 if (op->type == BOW)
3339 SET_FLAG (who, FLAG_READY_BOW);
3340 else
3341 SET_FLAG (who, FLAG_READY_RANGE);
3342 }
3343 break;
3344
3345 case BUILDER:
3346 if (who->contr->ranges[range_builder])
3347 unapply_special (who, who->contr->ranges[range_builder], 0);
3348 who->contr->shoottype = range_builder;
3349 who->contr->ranges[range_builder] = op;
3350 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3351 break;
3352
3353 default:
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3355 } /* end of switch op->type */
3356
3357 SET_FLAG (op, FLAG_APPLIED);
3358
3359 if (tmp != NULL)
3360 tmp = insert_ob_in_ob (tmp, who);
3361
3362 who->update_stats ();
3363
3364 /* We exclude spell casting objects. The fire code will set the
3365 * been applied flag when they are used - until that point,
3366 * you don't know anything about them.
3367 */
3368 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3369 SET_FLAG (op, FLAG_BEEN_APPLIED);
3370
3371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3372 {
3373 if (who->type == PLAYER)
3374 {
3375 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3376 SET_FLAG (op, FLAG_KNOWN_CURSED);
3377 }
3378 }
3379 if (who->type == PLAYER)
3380 {
3381 /* if multiple objects were applied, update both slots */
3382 if (tmp)
3383 esrv_send_item (who, tmp);
3384 esrv_send_item (who, op);
3385 }
3386 return 0;
3387 }
3388
3389
3390 int
3391 monster_apply_special (object *who, object *op, int aflags)
3392 {
3393 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3394 return 1;
3395 return apply_special (who, op, aflags);
3396 }
3397
3398 /**
3399 * Map was just loaded, handle op's initialisation.
3400 *
3401 * Generates shop floor's item, and treasures.
3402 */
3403 int
3404 auto_apply (object *op)
3405 {
3406 object *tmp = NULL, *tmp2;
3407 int i;
3408
3409 switch (op->type)
3410 {
3411 case SHOP_FLOOR:
3412 if (!op->has_random_items ())
3413 return 0;
3414
3415 do
3416 {
3417 i = 10; /* let's give it 10 tries */
3418 while ((tmp = generate_treasure (op->randomitems,
3419 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3420 if (tmp == NULL)
3421 return 0;
3422 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3423 {
3424 tmp->destroy ();
3425 tmp = NULL;
3426 }
3427 }
3428 while (!tmp);
3429
3430 tmp->x = op->x;
3431 tmp->y = op->y;
3432 SET_FLAG (tmp, FLAG_UNPAID);
3433 insert_ob_in_map (tmp, op->map, NULL, 0);
3434 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3435 identify (tmp);
3436 break;
3437
3438 case TREASURE:
3439 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3440 return 0;
3441
3442 while (op->stats.hp-- > 0)
3443 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3444 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3445
3446 /* If we generated an object and put it in this object inventory,
3447 * move it to the parent object as the current object is about
3448 * to disappear. An example of this item is the random_* stuff
3449 * that is put inside other objects.
3450 */
3451 for (tmp = op->inv; tmp; tmp = tmp2)
3452 {
3453 tmp2 = tmp->below;
3454 tmp->remove ();
3455
3456 if (op->env)
3457 insert_ob_in_ob (tmp, op->env);
3458 else
3459 tmp->destroy ();
3460 }
3461
3462 op->destroy ();
3463 break;
3464 }
3465 return tmp ? 1 : 0;
3466 }
3467
3468 /**
3469 * fix_auto_apply goes through the entire map every time a map
3470 * is loaded or swapped in and performs special actions for
3471 * certain objects (most initialization of chests and creation of
3472 * treasures and stuff). Calls auto_apply if appropriate.
3473 */
3474 void
3475 maptile::fix_auto_apply ()
3476 {
3477 if (!spaces)
3478 return;
3479
3480 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3481 for (object *tmp = ms->bot; tmp; )
3482 {
3483 object *above = tmp->above;
3484
3485 if (tmp->inv)
3486 {
3487 object *invtmp, *invnext;
3488
3489 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3490 {
3491 invnext = invtmp->below;
3492
3493 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3494 auto_apply (invtmp);
3495 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3496 {
3497 while ((invtmp->stats.hp--) > 0)
3498 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3499
3500 invtmp->randomitems = NULL;
3501 }
3502 else if (invtmp && invtmp->arch
3503 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3504 {
3505 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3506 /* Need to clear this so that we never try to create
3507 * treasure again for this object
3508 */
3509 invtmp->randomitems = NULL;
3510 }
3511 }
3512 /* This is really temporary - the code at the bottom will
3513 * also set randomitems to null. The problem is there are bunches
3514 * of maps/players already out there with items that have spells
3515 * which haven't had the randomitems set to null yet.
3516 * MSW 2004-05-13
3517 *
3518 * And if it's a spellbook, it's better to set randomitems to NULL too,
3519 * else you get two spells in the book ^_-
3520 * Ryo 2004-08-16
3521 */
3522 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3523 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3524 tmp->randomitems = NULL;
3525
3526 }
3527
3528 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3529 auto_apply (tmp);
3530 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3531 {
3532 while ((tmp->stats.hp--) > 0)
3533 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3534 tmp->randomitems = NULL;
3535 }
3536 else if (tmp->type == TIMED_GATE)
3537 {
3538 object *head = tmp->head != NULL ? tmp->head : tmp;
3539
3540 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3541 tmp->set_speed (0);
3542 }
3543 /* This function can be called everytime a map is loaded, even when
3544 * swapping back in. As such, we don't want to create the treasure
3545 * over and ove again, so after we generate the treasure, blank out
3546 * randomitems so if it is swapped in again, it won't make anything.
3547 * This is a problem for the above objects, because they have counters
3548 * which say how many times to make the treasure.
3549 */
3550 else if (tmp && tmp->arch && tmp->type != PLAYER
3551 && tmp->type != TREASURE && tmp->type != SPELL
3552 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3553 {
3554 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3555 tmp->randomitems = NULL;
3556 }
3557 // close all containers
3558 else if (tmp->type == CONTAINER)
3559 tmp->flag [FLAG_APPLIED] = 0;
3560
3561 tmp = above;
3562 }
3563
3564 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3565 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3566 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3567 check_trigger (tmp, tmp->above);
3568 }
3569
3570 /**
3571 * Handles player eating food that temporarily changes status (resistances, stats).
3572 * This used to call cast_change_attr(), but
3573 * that doesn't work with the new spell code. Since we know what
3574 * the food changes, just grab a force and use that instead.
3575 */
3576
3577 void
3578 eat_special_food (object *who, object *food)
3579 {
3580 object *force;
3581 int i, did_one = 0;
3582 sint8 k;
3583
3584 force = get_archetype (FORCE_NAME);
3585
3586 for (i = 0; i < NUM_STATS; i++)
3587 {
3588 k = get_attr_value (&food->stats, i);
3589 if (k)
3590 {
3591 set_attr_value (&force->stats, i, k);
3592 did_one = 1;
3593 }
3594 }
3595
3596 /* check if we can protect the eater */
3597 for (i = 0; i < NROFATTACKS; i++)
3598 {
3599 if (food->resist[i] > 0)
3600 {
3601 force->resist[i] = food->resist[i] / 2;
3602 did_one = 1;
3603 }
3604 }
3605
3606 if (did_one)
3607 {
3608 force->set_speed (0.1);
3609 /* bigger morsel of food = longer effect time */
3610 force->duration = food->stats.food / 5;
3611 SET_FLAG (force, FLAG_APPLIED);
3612 change_abil (who, force);
3613 insert_ob_in_ob (force, who);
3614 }
3615 else
3616 force->destroy ();
3617
3618 /* check for hp, sp change */
3619 if (food->stats.hp != 0)
3620 {
3621 if (QUERY_FLAG (food, FLAG_CURSED))
3622 {
3623 assign (who->contr->killer, food->name);
3624 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3625 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3626 }
3627 else
3628 {
3629 if (food->stats.hp > 0)
3630 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3631 else
3632 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3633 who->stats.hp += food->stats.hp;
3634 }
3635 }
3636 if (food->stats.sp != 0)
3637 {
3638 if (QUERY_FLAG (food, FLAG_CURSED))
3639 {
3640 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3641 who->stats.sp -= food->stats.sp;
3642 if (who->stats.sp < 0)
3643 who->stats.sp = 0;
3644 }
3645 else
3646 {
3647 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3648 who->stats.sp += food->stats.sp;
3649 /* place limit on max sp from food? */
3650 }
3651 }
3652 who->update_stats ();
3653 }
3654
3655 /**
3656 * Designed primarily to light torches/lanterns/etc.
3657 * Also burns up burnable material too. First object in the inventory is
3658 * the selected object to "burn". -b.t.
3659 */
3660 void
3661 apply_lighter (object *who, object *lighter)
3662 {
3663 object *item;
3664 int is_player_env = 0;
3665
3666 item = find_marked_object (who);
3667 if (item)
3668 {
3669 if (lighter->last_eat && lighter->stats.food)
3670 { /* lighter gets used up */
3671 /* Split multiple lighters if they're being used up. Otherwise *
3672 * one charge from each would be used up. --DAMN */
3673 if (lighter->nrof > 1)
3674 {
3675 object *oneLighter = lighter->clone ();
3676
3677 lighter->nrof -= 1;
3678 oneLighter->nrof = 1;
3679 oneLighter->stats.food--;
3680 esrv_send_item (who, lighter);
3681 oneLighter = insert_ob_in_ob (oneLighter, who);
3682 esrv_send_item (who, oneLighter);
3683 }
3684 else
3685 lighter->stats.food--;
3686 }
3687 else if (lighter->last_eat)
3688 { /* no charges left in lighter */
3689 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3690 return;
3691 }
3692
3693 /* Perhaps we should split what we are trying to light on fire?
3694 * I can't see many times when you would want to light multiple
3695 * objects at once.
3696 */
3697
3698 if (who == item->in_player ())
3699 is_player_env = 1;
3700
3701 save_throw_object (item, AT_FIRE, who);
3702
3703 if (item->destroyed ())
3704 {
3705 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3706 /* Need to update the player so that the players glow radius
3707 * gets changed.
3708 */
3709 if (is_player_env)
3710 who->update_stats ();
3711 }
3712 else
3713 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3714 }
3715 else /* nothing to light */
3716 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3717
3718 }
3719
3720 /**
3721 * op made some mistake with a scroll, this takes care of punishment.
3722 * scroll_failure()- hacked directly from spell_failure
3723 */
3724 void
3725 scroll_failure (object *op, int failure, int power)
3726 {
3727 if (abs (failure / 4) > power)
3728 power = abs (failure / 4); /* set minimum effect */
3729
3730 if (failure <= -1 && failure > -15)
3731 { /* wonder */
3732 object *tmp;
3733
3734 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3735 tmp = get_archetype (SPELL_WONDER);
3736 cast_wonder (op, op, 0, tmp);
3737 tmp->destroy ();
3738 }
3739 else if (failure <= -15 && failure > -35)
3740 { /* drain mana */
3741 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3742 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3743 if (op->stats.sp < 0)
3744 op->stats.sp = 0;
3745 }
3746 else if (settings.spell_failure_effects == TRUE)
3747 {
3748 if (failure <= -35 && failure > -60)
3749 { /* confusion */
3750 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3751 confuse_player (op, op, power);
3752 }
3753 else if (failure <= -60 && failure > -70)
3754 { /* paralysis */
3755 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3756 paralyze_player (op, op, power);
3757 }
3758 else if (failure <= -70 && failure > -80)
3759 { /* blind */
3760 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3761 blind_player (op, op, power);
3762 }
3763 else if (failure <= -80)
3764 { /* blast the immediate area */
3765 object *tmp;
3766
3767 tmp = get_archetype (LOOSE_MANA);
3768 cast_magic_storm (op, tmp, power);
3769 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3770 tmp->destroy ();
3771 }
3772 }
3773 }
3774
3775 void
3776 apply_changes_to_player (object *pl, object *change)
3777 {
3778 int excess_stat = 0; /* if the stat goes over the maximum
3779 for the race, put the excess stat some
3780 where else. */
3781
3782 switch (change->type)
3783 {
3784 case CLASS:
3785 {
3786 living *stats = &(pl->contr->orig_stats);
3787 living *ns = &(change->stats);
3788 object *walk;
3789 int flag_change_face = 1;
3790
3791 /* the following code assigns stats up to the stat max
3792 * for the race, and if the stat max is exceeded,
3793 * tries to randomly reassign the excess stat
3794 */
3795 int i, j;
3796
3797 for (i = 0; i < NUM_STATS; i++)
3798 {
3799 sint8 stat = get_attr_value (stats, i);
3800 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3801
3802 stat += get_attr_value (ns, i);
3803 if (stat > 20 + race_bonus)
3804 {
3805 excess_stat++;
3806 stat = 20 + race_bonus;
3807 }
3808 set_attr_value (stats, i, stat);
3809 }
3810
3811 for (j = 0; excess_stat > 0 && j < 100; j++)
3812 { /* try 100 times to assign excess stats */
3813 int i = rndm (0, 6);
3814 int stat = get_attr_value (stats, i);
3815 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3816
3817 if (i == CHA)
3818 continue; /* exclude cha from this */
3819 if (stat < 20 + race_bonus)
3820 {
3821 change_attr_value (stats, i, 1);
3822 excess_stat--;
3823 }
3824 }
3825
3826 /* insert the randomitems from the change's treasurelist into
3827 * the player ref: player.c
3828 */
3829 if (change->randomitems != NULL)
3830 give_initial_items (pl, change->randomitems);
3831
3832
3833 /* set up the face, for some races. */
3834
3835 /* first, look for the force object banning
3836 * changing the face. Certain races never change face with class.
3837 */
3838 for (walk = pl->inv; walk != NULL; walk = walk->below)
3839 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3840 flag_change_face = 0;
3841
3842 if (flag_change_face)
3843 {
3844 pl->animation_id = GET_ANIM_ID (change);
3845 pl->face = change->face;
3846
3847 if (QUERY_FLAG (change, FLAG_ANIMATE))
3848 SET_FLAG (pl, FLAG_ANIMATE);
3849 else
3850 CLEAR_FLAG (pl, FLAG_ANIMATE);
3851 }
3852
3853 /* check the special case of can't use weapons */
3854 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3855 if (!strcmp (change->name, "monk"))
3856 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3857
3858 break;
3859 }
3860 }
3861 }
3862
3863 /**
3864 * This handles items of type 'transformer'.
3865 * Basically those items, used with a marked item, transform both items into something
3866 * else.
3867 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3868 * Change information is contained in the 'slaying' field of the marked item.
3869 * The format is as follow: transformer:[number ]yield[;transformer:...].
3870 * This way an item can be transformed in many things, and/or many objects.
3871 * The 'slaying' field for transformer is used as verb for the action.
3872 */
3873 void
3874 apply_item_transformer (object *pl, object *transformer)
3875 {
3876 object *marked;
3877 object *new_item;
3878 char *find;
3879 char *separator;
3880 int yield;
3881 char got[MAX_BUF];
3882 int len;
3883
3884 if (!pl || !transformer)
3885 return;
3886 marked = find_marked_object (pl);
3887 if (!marked)
3888 {
3889 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3890 return;
3891 }
3892 if (!marked->slaying)
3893 {
3894 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3895 return;
3896 }
3897 /* check whether they are compatible or not */
3898 find = strstr (marked->slaying, transformer->arch->name);
3899 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3900 {
3901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3902 return;
3903 }
3904 find += strlen (transformer->arch->name) + 1;
3905 /* Item can be used, now find how many and what it yields */
3906 if (isdigit (*(find)))
3907 {
3908 yield = atoi (find);
3909 if (yield < 1)
3910 {
3911 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3912 yield = 1;
3913 }
3914 }
3915 else
3916 yield = 1;
3917
3918 while (isdigit (*find))
3919 find++;
3920 while (*find == ' ')
3921 find++;
3922 memset (got, 0, MAX_BUF);
3923 if ((separator = strchr (find, ';')) != NULL)
3924 {
3925 len = separator - find;
3926 }
3927 else
3928 {
3929 len = strlen (find);
3930 }
3931 if (len > MAX_BUF - 1)
3932 len = MAX_BUF - 1;
3933 strcpy (got, find);
3934 got[len] = '\0';
3935
3936 /* Now create new item, remove used ones when required. */
3937 new_item = get_archetype (got);
3938 if (!new_item)
3939 {
3940 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3941 return;
3942 }
3943
3944 new_item->nrof = yield;
3945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3946 insert_ob_in_ob (new_item, pl);
3947 esrv_send_inventory (pl, pl);
3948 /* Eat up one item */
3949 decrease_ob_nr (marked, 1);
3950 /* Eat one transformer if needed */
3951 if (transformer->stats.food)
3952 if (--transformer->stats.food == 0)
3953 decrease_ob_nr (transformer, 1);
3954 }