ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.77
Committed: Mon Apr 30 04:43:45 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.76: +4 -0 lines
Log Message:
re-add 'content'

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
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 return 0;
775 }
776
777 otmp = find_marked_object (op);
778 if (!otmp)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 return 0;
782 }
783
784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 return 0;
788 }
789
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp);
793 return 1;
794 }
795
796 /**
797 * This code deals with the armour improvment scrolls.
798 * Change limits on improvement - let players go up to
799 * +5 no matter what level, but they are limited by item
800 * power.
801 * Try to use same improvement code as in the common/treasure.c
802 * file, so that if you make a +2 full helm, it will be just
803 * the same as one you find in a shop.
804 *
805 * deprecated comment:
806 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807 * only 'enchantment' of armour is possible - improving
808 * the stats of a player w/ armour as well as a weapon
809 * will probably horribly unbalance the game. Magic enchanting
810 * depends on the level of the character - ie the plus
811 * value (magic) of the armour can never be increased beyond
812 * the level of the character / 10 -- rounding upish, nor may
813 * the armour value of the piece of equipment exceed either
814 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now.
817 */
818 int
819 improve_armour (object *op, object *improver, object *armour)
820 {
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826 return 0;
827 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?)
832 */
833 if (armour->title)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836 return 0;
837 }
838
839 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge.
841 */
842 if (armour->nrof > 1)
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846
847 armour->magic++;
848
849 if (!settings.armor_speed_linear)
850 {
851 int base = 100;
852 int pow = 0;
853
854 while (pow < armour->magic)
855 {
856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++;
858 }
859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
861 }
862 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864
865 if (!settings.armor_weight_linear)
866 {
867 int base = 100;
868 int pow = 0;
869
870 while (pow < armour->magic)
871 {
872 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++;
874 }
875
876 armour->weight = (armour->arch->clone.weight * base) / 100;
877 }
878 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880
881 if (armour->weight <= 0)
882 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1;
885 }
886
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
888
889 if (op->type == PLAYER)
890 {
891 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats ();
894 }
895 decrease_ob (improver);
896 if (tmp)
897 {
898 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp);
900 }
901 return 1;
902 }
903
904
905 /*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken.
908 */
909 #define CONV_FROM(xyz) xyz->slaying
910 #define CONV_TO(xyz) xyz->other_arch
911 #define CONV_NR(xyz) xyz->stats.sp
912 #define CONV_NEED(xyz) xyz->stats.food
913
914 /* Takes one items and makes another.
915 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything.
918 */
919 int
920 convert_item (object *item, object *converter)
921 {
922 int nr = 0;
923 uint32 price_in;
924
925 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck)
928 */
929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
931 int cost;
932
933 if (item->type != MONEY)
934 return 0;
935
936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
938 return 0;
939 cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 decrease_ob_nr (item, cost);
944
945 price_in = cost * item->value;
946 }
947 else
948 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0;
952
953 if (CONV_NEED (converter))
954 {
955 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
959 else
960 {
961 price_in = item->value;
962 item->destroy ();
963 }
964 }
965
966 if (converter->inv != NULL)
967 {
968 object *ob;
969 int i;
970 object *ob_to_copy;
971
972 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 }
985 else
986 {
987 if (converter->other_arch == NULL)
988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1;
992 }
993
994 item = object_create_arch (converter->other_arch);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 }
997
998 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter);
1000 if (nr)
1001 item->nrof *= nr;
1002 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value)
1005 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /**
1010 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this
1012 */
1013 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1;
1016 }
1017
1018 /**
1019 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t.
1023 */
1024 int
1025 apply_container (object *op, object *sack)
1026 {
1027 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */
1029
1030 if (!sack || sack->type != CONTAINER)
1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0;
1034 }
1035
1036 op->contr->last_used = 0;
1037
1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1042 }
1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1048 {
1049 // open on ground or inv, so close
1050 op->close_container ();
1051 return 1;
1052 }
1053 else if (!sack->env)
1054 {
1055 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059
1060 // fall through to opening it (active in inv)
1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1065 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1074 {
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack);
1085
1086 return 1;
1087 }
1088
1089 /**
1090 * Handles dropping things on altar.
1091 * Returns true if sacrifice was accepted.
1092 */
1093 static int
1094 apply_altar (object *altar, object *sacrifice, object *originator)
1095 {
1096 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0;
1099
1100 if (operate_altar (altar, &sacrifice))
1101 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly.
1105 */
1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with
1111 * old maps.
1112 */
1113
1114 /* push_button (altar);*/
1115 }
1116 else
1117 {
1118 altar->value = 1; /* works only once */
1119 push_button (altar);
1120 }
1121
1122 return !sacrifice;
1123 }
1124 else
1125 return 0;
1126 }
1127
1128 /**
1129 * Handles 'movement' of shop mats.
1130 * Returns 1 if 'op' was destroyed, 0 if not.
1131 * Largely re-written to not use nearly as many gotos, plus
1132 * some of this code just looked plain out of date.
1133 * MSW 2001-08-29
1134 */
1135 int
1136 apply_shop_mat (object *shop_mat, object *op)
1137 {
1138 int rv = 0;
1139 double opinion;
1140 object *tmp, *next;
1141
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143
1144 if (op->type != PLAYER)
1145 {
1146 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in
1148 * the shop.
1149 */
1150 for (tmp = op->inv; tmp; tmp = next)
1151 {
1152 next = tmp->below;
1153
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157
1158 tmp->remove ();
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 }
1168 }
1169
1170 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1173
1174 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space.
1176 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1183 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185
1186 return 0;
1187 }
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor.
1203 */
1204 else if (!rv && !is_in_shop (op))
1205 {
1206 opinion = shopkeeper_approval (op->map, op);
1207
1208 if (opinion > 0.9)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 else if (opinion > 0.75)
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212 else if (opinion > 0.5)
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 }
1217 }
1218 else
1219 {
1220 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore
1223 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225
1226 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else
1231 {
1232 op->remove ();
1233 op->x += freearr_x[i];
1234 op->y += freearr_y[i];
1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1240 return rv;
1241 }
1242
1243 /**
1244 * Handles applying a sign.
1245 */
1246 static void
1247 apply_sign (object *op, object *sign, int autoapply)
1248 {
1249 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251
1252 if (sign->msg == NULL)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264 return;
1265 }
1266
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++;
1269 }
1270
1271 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1272 * No way to know for sure. The presumption is basically that if
1273 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us).
1275 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return;
1280 }
1281 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1284 }
1285
1286 /**
1287 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap'
1289 * effect is determined by move_on/move_off of trap and move_type of victime.
1290 *
1291 * originator: Player, monster or other object that caused 'victim' to move
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1293 * However, some types of traps require an originator to function.
1294 */
1295 void
1296 move_apply (object *trap, object *victim, object *originator)
1297 {
1298 static int recursion_depth = 0;
1299
1300 /* Only exits affect DMs. */
1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1302 return;
1303
1304 /* move_apply() is the most likely candidate for causing unwanted and
1305 * possibly unlimited recursion.
1306 */
1307 /* The following was changed because it was causing perfeclty correct
1308 * maps to fail. 1) it's not an error to recurse:
1309 * rune detonates, summoning monster. monster lands on nearby rune.
1310 * nearby rune detonates. This sort of recursion is expected and
1311 * proper. This code was causing needless crashes.
1312 */
1313 if (recursion_depth >= 500)
1314 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1317 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1324 goto leave;
1325
1326 switch (trap->type)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.0)
1344 victim->speed_left = -50.0;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1347 goto leave;
1348
1349 case SPINNER:
1350 if (victim->direction)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 {
1402 int tot;
1403
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 }
1414
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1417 /* need to set this up, since if we do transfer the object,
1418 * ab->above would be bogus
1419 */
1420 ab_next = ab->above;
1421
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 }
1433 goto leave;
1434 }
1435
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER:
1490 /* may be some leftovers on this */
1491 goto leave;
1492
1493 case SHOP_MAT:
1494 apply_shop_mat (trap, victim);
1495 goto leave;
1496
1497 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator);
1500 goto leave;
1501
1502 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1505
1506 apply_sign (victim, trap, 1);
1507 goto leave;
1508
1509 case CONTAINER:
1510 apply_container (victim, trap);
1511 goto leave;
1512
1513 case RUNE:
1514 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim);
1518 }
1519 goto leave;
1520
1521 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1524 goto leave;
1525 }
1526
1527 leave:
1528 recursion_depth--;
1529 }
1530
1531 /**
1532 * Handles reading a regular (ie not containing a spell) book.
1533 */
1534 static void
1535 apply_book (object *op, object *tmp)
1536 {
1537 int lev_diff;
1538 object *skill_ob;
1539
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return;
1544 }
1545 if (tmp->msg == NULL)
1546 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return;
1549 }
1550
1551 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob)
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1558 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1561 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1563 else if (lev_diff < 3)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1565 else if (lev_diff < 5)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575
1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1582
1583 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1590 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603 }
1604
1605 /**
1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object
1608 */
1609 static void
1610 apply_skillscroll (object *op, object *tmp)
1611 {
1612 switch ((int) learn_skill (op, tmp))
1613 {
1614 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1617 return;
1618
1619 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp);
1622 return;
1623
1624 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 decrease_ob (tmp);
1627 return;
1628 }
1629 }
1630
1631 /**
1632 * Actually makes op learn spell.
1633 * Informs player of what happens.
1634 */
1635 void
1636 do_learn_spell (object *op, object *spell, int special_prayer)
1637 {
1638 object *tmp;
1639
1640 if (op->type != PLAYER)
1641 {
1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1643 return;
1644 }
1645
1646 /* Upgrade special prayers to normal prayers */
1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1651 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1652 return;
1653 }
1654 return;
1655 }
1656
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1658 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op);
1660
1661 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1663
1664 esrv_add_spells (op->contr, tmp);
1665 }
1666
1667 /**
1668 * Erases spell from player's inventory.
1669 */
1670 void
1671 do_forget_spell (object *op, const char *spell)
1672 {
1673 object *spob;
1674
1675 if (op->type != PLAYER)
1676 {
1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1678 return;
1679 }
1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return;
1684 }
1685
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1687 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob);
1689 spob->destroy ();
1690 }
1691
1692 /**
1693 * Handles player applying a spellbook.
1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1695 * stuff like that. Random learning failure too.
1696 */
1697 static void
1698 apply_spellbook (object *op, object *tmp)
1699 {
1700 object *skop, *spell, *spell_skill;
1701
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1705 return;
1706 }
1707
1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks
1711 */
1712
1713 if (tmp->slaying != NULL)
1714 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell)
1717 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return;
1720 }
1721 else
1722 insert_ob_in_ob (spell, tmp);
1723 tmp->slaying = NULL;
1724 }
1725
1726 skop = find_skill_by_name (op, tmp->skill);
1727
1728 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */
1730 if (!skop)
1731 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1733 return;
1734 }
1735
1736 spell = tmp->inv;
1737
1738 if (!spell)
1739 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1742 return;
1743 }
1744
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 return;
1749 }
1750
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762
1763 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark.
1767 */
1768 if (check_spell_known (op, spell->name))
1769 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1771 return;
1772 }
1773
1774 if (spell->skill)
1775 {
1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1778 if (!spell_skill)
1779 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1781 return;
1782 }
1783
1784 if (spell_skill->level < spell->level)
1785 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1787 return;
1788 }
1789 }
1790
1791 /* Logic as follows
1792 *
1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1794 *
1795 * 2- The learner's skill level in literacy adjusts the chance to learn
1796 * a spell.
1797 *
1798 * 3 -Automatically fail to learn if you read while confused
1799 *
1800 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t.
1802 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 {
1811
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0);
1814
1815 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 }
1819 else
1820 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1823 }
1824
1825 decrease_ob (tmp);
1826 }
1827
1828 /**
1829 * Handles applying a spell scroll.
1830 */
1831 void
1832 apply_scroll (object *op, object *tmp, int dir)
1833 {
1834 object *skop;
1835
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1839 return;
1840 }
1841
1842 if (!tmp->inv || tmp->inv->type != SPELL)
1843 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1845 return;
1846 }
1847
1848 if (op->type == PLAYER)
1849 {
1850 /* players need a literacy skill to read stuff! */
1851 int exp_gain = 0;
1852
1853 /* hard code literacy - tmp->skill points to where the exp
1854 * should go for anything killed by the spell.
1855 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857
1858 if (!skop)
1859 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1861 return;
1862 }
1863
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0);
1866 }
1867
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp);
1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp);
1876 }
1877
1878 /**
1879 * Applies a treasure object - by default, chest. op
1880 * is the person doing the applying, tmp is the treasure
1881 * chest.
1882 */
1883 static void
1884 apply_treasure (object *op, object *tmp)
1885 {
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure
1894 */
1895
1896 treas = tmp->inv;
1897 if (treas == NULL)
1898 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp);
1901 return;
1902 }
1903 while (tmp->inv)
1904 {
1905 treas = tmp->inv;
1906
1907 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909
1910 treas->x = op->x;
1911 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op);
1916
1917 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed
1921 */
1922 if (op->destroyed () || tmp->destroyed ())
1923 break;
1924 }
1925
1926 if (!tmp->destroyed () && tmp->inv == NULL)
1927 decrease_ob (tmp);
1928
1929 }
1930
1931 /**
1932 * op eats food.
1933 * If player, takes care of messages and dragon special food.
1934 */
1935 static void
1936 apply_food (object *op, object *tmp)
1937 {
1938 int capacity_remaining;
1939
1940 if (op->type != PLAYER)
1941 op->stats.hp = op->stats.maxhp;
1942 else
1943 {
1944 /* check if this is a dragon (player), eating some flesh */
1945 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1946 ;
1947 else
1948 {
1949 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999)
1951 {
1952 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1954 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1956 }
1957
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 {
1960 char buf[MAX_BUF];
1961
1962 if (!is_dragon_pl (op))
1963 {
1964 /* eating message for normal players */
1965 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1967 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 }
1970 else
1971 {
1972 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1974 }
1975
1976 new_draw_info (NDI_UNIQUE, 0, op, buf);
1977 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50;
1981 else
1982 op->stats.hp += tmp->stats.food / 50;
1983 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999)
1986 op->stats.food = 999;
1987 }
1988
1989 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp);
1992 }
1993 }
1994 handle_apply_yield (tmp);
1995 decrease_ob (tmp);
1996 }
1997
1998 /**
1999 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved.
2001 *
2002 * attributes:
2003 * object *op the object (dragon player) eating the flesh
2004 * object *meal the flesh item, getting chewed in dragon's mouth
2005 * return:
2006 * int 1 if eating successful, 0 if it doesn't work
2007 */
2008 int
2009 dragon_eat_flesh (object *op, object *meal)
2010 {
2011 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */
2014
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 int winners = 0; /* number of winners */
2022 int i; /* index */
2023
2024 /* let's make sure and doublecheck the parameters */
2025 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0;
2027
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force)
2036 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force)
2038 abil = tmp;
2039
2040 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL)
2043 return 0;
2044
2045 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50;
2048 else
2049 op->stats.hp += meal->stats.food / 50;
2050 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp;
2052
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054
2055 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2056
2057 /* on to the interesting part: chances for adding resistance */
2058 for (i = 0; i < NROFATTACKS; i++)
2059 {
2060 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2061 {
2062 /* got positive resistance, now calculate improvement chance (0-100) */
2063
2064 /* this bonus makes resistance increase easier at lower levels */
2065 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2066 if (i == abil->stats.exp)
2067 bonus += 5; /* additional bonus for resistance of ability-focus */
2068
2069 /* monster bonus increases with level, because high-level
2070 flesh is too rare */
2071 mbonus = op->level * 20. / ((double) settings.max_level);
2072
2073 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2074 ((double) settings.max_level)) - skin->resist[i];
2075
2076 if (chance >= 0.)
2077 chance += 1.;
2078 else
2079 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2080
2081 /* chance is proportional to amount of resistance (max. 50) */
2082 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2083
2084 /* doubled chance for resistance of ability-focus */
2085 if (i == abil->stats.exp)
2086 chance = MIN (100., chance * 2.);
2087
2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2089 if (rndm (10000) < (unsigned int) (chance * 100))
2090 {
2091 atnr_winner[winners] = i;
2092 winners++;
2093 }
2094
2095 if (chance >= 0.01)
2096 totalchance *= 1 - chance / 100;
2097
2098 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2099 }
2100 }
2101
2102 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100;
2104 /* print message according to totalchance */
2105 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name);
2117 else
2118 sprintf (buf, "The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf);
2120
2121 /* now choose a winner if we have any */
2122 i = -1;
2123 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners];
2125
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2128 /* resistance increased! */
2129 skin->resist[i]++;
2130 op->update_stats ();
2131
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2134 }
2135
2136 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */
2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141
2142 if (meal->last_eat != abil->stats.exp)
2143 {
2144 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2148 }
2149 else
2150 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2153 abil->last_eat = 0;
2154 }
2155 }
2156 return 1;
2157 }
2158
2159 /**
2160 * Handles applying an improve armor scroll.
2161 * Does some sanity checks, then calls improve_armour.
2162 */
2163 static void
2164 apply_armour_improver (object *op, object *tmp)
2165 {
2166 object *armor;
2167
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2169 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2171 return;
2172 }
2173
2174 armor = find_marked_object (op);
2175
2176 if (!armor)
2177 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2179 return;
2180 }
2181
2182 if (armor->type != ARMOUR
2183 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2187 return;
2188 }
2189
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2191 improve_armour (op, tmp, armor);
2192 }
2193
2194 extern void
2195 apply_poison (object *op, object *tmp)
2196 {
2197 if (op->type == PLAYER)
2198 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze");
2202 }
2203 if (tmp->stats.hp > 0)
2204 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 }
2208 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp);
2210 decrease_ob (tmp);
2211 }
2212
2213 /**
2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2215 * A valid 2 way exit means:
2216 * -You can come back (there is another exit at the other side)
2217 * -You are
2218 * ° the owner of the exit
2219 * ° or in the same party as the owner
2220 *
2221 * Note: a owner in a 2 way exit is saved as the owner's name
2222 * in the field exit->name cause the field exit->owner doesn't
2223 * survive in the swapping (in fact the whole exit doesn't survive).
2224 */
2225 int
2226 is_legal_2ways_exit (object *op, object *exit)
2227 {
2228 if (exit->stats.exp != 1)
2229 return 1; /*This is not a 2 way, so it is legal */
2230
2231 #if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */
2234 #endif
2235
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237
2238 if (exitmap)
2239 {
2240 exitmap->load_sync ();
2241
2242 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2243
2244 if (!tmp)
2245 return 0;
2246
2247 for (; tmp; tmp = tmp->above)
2248 {
2249 if (tmp->type != EXIT)
2250 continue; /*Not an exit */
2251
2252 if (!EXIT_PATH (tmp))
2253 continue; /*Not a valid exit */
2254
2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2256 continue; /*Not in the same place */
2257
2258 if (exit->map->path != EXIT_PATH (tmp))
2259 continue; /*Not in the same map */
2260
2261 /* From here we have found the exit is valid. However we do
2262 * here the check of the exit owner. It is important for the
2263 * town portals to prevent strangers from visiting your appartments
2264 */
2265 if (!exit->race)
2266 return 1; /*No owner, free for all! */
2267
2268 object *exit_owner = 0;
2269
2270 for_all_players (pp)
2271 {
2272 if (!pp->ob)
2273 continue;
2274
2275 if (pp->ob->name != exit->race)
2276 continue;
2277
2278 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2279 break;
2280 }
2281
2282 if (!exit_owner)
2283 return 0; /* No more owner */
2284
2285 if (exit_owner->contr == op->contr)
2286 return 1; /*It is your exit */
2287
2288 if (exit_owner && /*There is a owner */
2289 (op->contr) && /*A player tries to pass */
2290 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2291 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2292 return 0;
2293
2294 return 1;
2295 }
2296 }
2297
2298 return 0;
2299 }
2300
2301
2302 /**
2303 * Main apply handler.
2304 *
2305 * Checks for unpaid items before applying.
2306 *
2307 * Return value:
2308 * 0: player or monster can't apply objects of that type
2309 * 1: has been applied, or there was an error applying the object
2310 * 2: objects of that type can't be applied if not in inventory
2311 *
2312 * op is the object that is causing object to be applied, tmp is the object
2313 * being applied.
2314 *
2315 * aflag is special (always apply/unapply) flags. Nothing is done with
2316 * them in this function - they are passed to apply_special
2317 */
2318
2319 int
2320 manual_apply (object *op, object *tmp, int aflag)
2321 {
2322 if (tmp->head)
2323 tmp = tmp->head;
2324
2325 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2326 {
2327 if (op->type == PLAYER)
2328 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2330 return 1;
2331 }
2332 else
2333 return 0; /* monsters just skip unpaid items */
2334 }
2335
2336 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2337 return RESULT_INT (0);
2338
2339 switch (tmp->type)
2340 {
2341 case CF_HANDLE:
2342 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2343 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2344 tmp->value = tmp->value ? 0 : 1;
2345 SET_ANIMATION (tmp, tmp->value);
2346 update_object (tmp, UP_OBJ_FACE);
2347 push_button (tmp);
2348 return 1;
2349
2350 case TRIGGER:
2351 if (check_trigger (tmp, op))
2352 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2354 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2355 }
2356 else
2357 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2358
2359 return 1;
2360
2361 case EXIT:
2362 if (op->type != PLAYER)
2363 return 0;
2364
2365 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2366 {
2367 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2368 }
2369 else
2370 {
2371 /* Don't display messages for random maps. */
2372 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2373 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2374
2375 op->enter_exit (tmp);
2376 }
2377 return 1;
2378
2379 case SIGN:
2380 apply_sign (op, tmp, 0);
2381 return 1;
2382
2383 case BOOK:
2384 if (op->type == PLAYER)
2385 {
2386 apply_book (op, tmp);
2387 return 1;
2388 }
2389 else
2390 {
2391 return 0;
2392 }
2393
2394 case SKILLSCROLL:
2395 if (op->type == PLAYER)
2396 {
2397 apply_skillscroll (op, tmp);
2398 return 1;
2399 }
2400 return 0;
2401
2402 case SPELLBOOK:
2403 if (op->type == PLAYER)
2404 {
2405 apply_spellbook (op, tmp);
2406 return 1;
2407 }
2408 return 0;
2409
2410 case SCROLL:
2411 apply_scroll (op, tmp, 0);
2412 return 1;
2413
2414 case POTION:
2415 (void) apply_potion (op, tmp);
2416 return 1;
2417
2418 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed?
2420 case CLOSE_CON:
2421 apply_container (op, tmp->env);
2422 return 1;
2423
2424 case CONTAINER:
2425 apply_container (op, tmp);
2426 return 1;
2427
2428 case TREASURE:
2429 if (op->type == PLAYER)
2430 {
2431 apply_treasure (op, tmp);
2432 return 1;
2433 }
2434 else
2435 return 0;
2436
2437 case WEAPON:
2438 case ARMOUR:
2439 case BOOTS:
2440 case GLOVES:
2441 case AMULET:
2442 case GIRDLE:
2443 case BRACERS:
2444 case SHIELD:
2445 case HELMET:
2446 case RING:
2447 case CLOAK:
2448 case WAND:
2449 case ROD:
2450 case HORN:
2451 case SKILL:
2452 case BOW:
2453 case LAMP:
2454 case BUILDER:
2455 case SKILL_TOOL:
2456 if (tmp->env != op)
2457 return 2; /* not in inventory */
2458 (void) apply_special (op, tmp, aflag);
2459 return 1;
2460
2461 case DRINK:
2462 case FOOD:
2463 case FLESH:
2464 apply_food (op, tmp);
2465 return 1;
2466
2467 case POISON:
2468 apply_poison (op, tmp);
2469 return 1;
2470
2471 case SAVEBED:
2472 return 1;
2473
2474 case ARMOUR_IMPROVER:
2475 if (op->type == PLAYER)
2476 {
2477 apply_armour_improver (op, tmp);
2478 return 1;
2479 }
2480 else
2481 return 0;
2482
2483 case WEAPON_IMPROVER:
2484 (void) check_improve_weapon (op, tmp);
2485 return 1;
2486
2487 case CLOCK:
2488 if (op->type == PLAYER)
2489 {
2490 char buf[MAX_BUF];
2491 timeofday_t tod;
2492
2493 get_tod (&tod);
2494 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2495 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2496 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2497 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2498 new_draw_info (NDI_UNIQUE, 0, op, buf);
2499 return 1;
2500 }
2501 else
2502 {
2503 return 0;
2504 }
2505
2506 case MENU:
2507 if (op->type == PLAYER)
2508 {
2509 shop_listing (tmp, op);
2510 return 1;
2511 }
2512 else
2513 {
2514 return 0;
2515 }
2516
2517 case POWER_CRYSTAL:
2518 apply_power_crystal (op, tmp); /* see egoitem.c */
2519 return 1;
2520
2521 case LIGHTER: /* for lighting torches/lanterns/etc */
2522 if (op->type == PLAYER)
2523 {
2524 apply_lighter (op, tmp);
2525 return 1;
2526 }
2527 else
2528 {
2529 return 0;
2530 }
2531
2532 case ITEM_TRANSFORMER:
2533 apply_item_transformer (op, tmp);
2534 return 1;
2535
2536 default:
2537 return 0;
2538 }
2539 }
2540
2541
2542 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2543 * messages as needed by player_apply_below(). But there can still be
2544 * "but you are floating high above the ground" messages.
2545 *
2546 * Same return value as apply() function.
2547 */
2548 int
2549 player_apply (object *pl, object *op, int aflag, int quiet)
2550 {
2551 int tmp;
2552
2553 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2554 {
2555 /* player is flying and applying object not in inventory */
2556 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2557 {
2558 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2559 return 0;
2560 }
2561 }
2562
2563 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2564 * applied.
2565 */
2566 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2567 {
2568 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2569 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2570 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2571 op->destroy ();
2572 return 1;
2573 }
2574
2575 pl->contr->last_used = op;
2576
2577 tmp = manual_apply (pl, op, aflag);
2578 if (!quiet)
2579 {
2580 if (tmp == 0)
2581 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2582 else if (tmp == 2)
2583 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2584 }
2585 return tmp;
2586 }
2587
2588 /**
2589 * player_apply_below attempts to apply the object 'below' the player.
2590 * If the player has an open container, we use that for below, otherwise
2591 * we use the ground.
2592 */
2593
2594 void
2595 player_apply_below (object *pl)
2596 {
2597 int floors = 0;
2598
2599 /* If using a container, set the starting item to be the top
2600 * item in the container. Otherwise, use the map.
2601 * This is perhaps more complicated. However, I want to make sure that
2602 * we don't use a corrupt pointer for the next object, so we get the
2603 * next object in the stack before applying. This is can only be a
2604 * problem if player_apply() has a bug in that it uses the object but does
2605 * not return a proper value.
2606 */
2607 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2608 {
2609 next = tmp->below;
2610
2611 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2612 floors++;
2613 else if (floors > 0)
2614 return; /* process only floor objects after first floor object */
2615
2616 /* If it is visible, player can apply it. If it is applied by
2617 * person moving on it, also activate. Added code to make it
2618 * so that at least one of players movement types be that which
2619 * the item needs.
2620 */
2621 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2622 {
2623 if (player_apply (pl, tmp, 0, 1) == 1)
2624 return;
2625 }
2626 if (floors >= 2)
2627 return; /* process at most two floor objects */
2628 }
2629 }
2630
2631 /**
2632 * Unapplies specified item.
2633 * No check done on cursed/damned.
2634 * Break this out of apply_special - this is just done
2635 * to keep the size of apply_special to a more managable size.
2636 */
2637 static int
2638 unapply_special (object *who, object *op, int aflags)
2639 {
2640 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2641 return RESULT_INT (0);
2642
2643 object *tmp2;
2644
2645 CLEAR_FLAG (op, FLAG_APPLIED);
2646
2647 switch (op->type)
2648 {
2649 case WEAPON:
2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2651
2652 (void) change_abil (who, op);
2653 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2654 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2655 clear_skill (who);
2656 break;
2657
2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL:
2660 if (op != who->chosen_skill)
2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662
2663 if (who->type == PLAYER)
2664 {
2665 if (who->contr->ranged_ob == op)
2666 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2671 if (!op->invisible)
2672 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2673 else
2674 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2675 }
2676
2677 change_abil (who, op);
2678 who->chosen_skill = 0;
2679 CLEAR_FLAG (who, FLAG_READY_SKILL);
2680 break;
2681
2682 case ARMOUR:
2683 case HELMET:
2684 case SHIELD:
2685 case RING:
2686 case BOOTS:
2687 case GLOVES:
2688 case AMULET:
2689 case GIRDLE:
2690 case BRACERS:
2691 case CLOAK:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2693 (void) change_abil (who, op);
2694 break;
2695 case LAMP:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2697 tmp2 = arch_to_object (op->other_arch);
2698 tmp2->x = op->x;
2699 tmp2->y = op->y;
2700 tmp2->map = op->map;
2701 tmp2->below = op->below;
2702 tmp2->above = op->above;
2703 tmp2->stats.food = op->stats.food;
2704 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2705
2706 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2707 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2708
2709 if (who->type == PLAYER)
2710 esrv_del_item (who->contr, op->count);
2711
2712 op->destroy ();
2713 insert_ob_in_ob (tmp2, who);
2714 who->update_stats ();
2715 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2716 {
2717 if (who->type == PLAYER)
2718 {
2719 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2720 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2721 }
2722 }
2723 if (who->type == PLAYER)
2724 esrv_send_item (who, tmp2);
2725 return 1; /* otherwise, an attempt to drop causes problems */
2726 break;
2727
2728 case BOW:
2729 case WAND:
2730 case ROD:
2731 case HORN:
2732 clear_skill (who);
2733 if (who->type == PLAYER)
2734 {
2735 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2736
2737 who->contr->ranged_skill = 0;
2738 who->contr->ranged_ob = 0;
2739 }
2740 else
2741 {
2742 if (op->type == BOW)
2743 CLEAR_FLAG (who, FLAG_READY_BOW);
2744 else
2745 CLEAR_FLAG (who, FLAG_READY_RANGE);
2746 }
2747
2748 break;
2749
2750 case BUILDER:
2751 if (who->type == PLAYER)
2752 {
2753 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2754
2755 who->contr->ranged_skill = 0;
2756 who->contr->ranged_ob = 0;
2757 }
2758 break;
2759
2760 default:
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2762 break;
2763 }
2764
2765 who->update_stats ();
2766
2767 if (!(aflags & AP_NO_MERGE))
2768 {
2769 object *tmp;
2770
2771 tmp = merge_ob (op, NULL);
2772 if (who->type == PLAYER)
2773 {
2774 if (tmp)
2775 { /* it was merged */
2776 esrv_del_item (who->contr, op->count);
2777 op = tmp;
2778 }
2779
2780 esrv_send_item (who, op);
2781 }
2782 }
2783 return 0;
2784 }
2785
2786 /**
2787 * Returns the object that is using location 'loc'.
2788 * Note that 'start' is the first object to start examing - we
2789 * then go through the below of this. In this way, you can do
2790 * something like:
2791 * tmp = get_item_from_body_location(who->inv, 1);
2792 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2793 * to find the second object that may use this location, etc.
2794 * Returns NULL if no match is found.
2795 * loc is the index into the array we are looking for a match.
2796 * don't return invisible objects unless they are skill objects
2797 * invisible other objects that use
2798 * up body locations can be used as restrictions.
2799 */
2800 object *
2801 get_item_from_body_location (object *start, int loc)
2802 {
2803 object *tmp;
2804
2805 if (!start)
2806 return NULL;
2807
2808 for (tmp = start; tmp; tmp = tmp->below)
2809 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2810 return tmp;
2811
2812 return NULL;
2813 }
2814
2815
2816
2817 /**
2818 * 'op' wants to apply an object, but can't because of other equipment.
2819 * This should only be called when it is known
2820 * that there are objects to unapply. This makes pretty heavy
2821 * use of get_item_from_body_location. It makes no intelligent choice
2822 * on objects - rather, the first that is matched is used.
2823 * Returns 0 on success, returns 1 if there is some problem.
2824 * if aflags is AP_PRINT, we instead print out waht to unapply
2825 * instead of doing it. This is a lot less code than having
2826 * another function that does just that.
2827 */
2828 int
2829 unapply_for_ob (object *who, object *op, int aflags)
2830 {
2831 int i;
2832 object *tmp = NULL, *last;
2833
2834 /* If we are applying a shield or weapon, unapply any equipped shield
2835 * or weapons first - only allowed to use one weapon/shield at a time.
2836 */
2837 if (op->type == WEAPON || op->type == SHIELD)
2838 {
2839 for (tmp = who->inv; tmp; tmp = tmp->below)
2840 {
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2842 {
2843 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2844 {
2845 if (aflags & AP_PRINT)
2846 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2847 else
2848 unapply_special (who, tmp, aflags);
2849 }
2850 else
2851 {
2852 /* In this case, we want to try and remove a cursed item.
2853 * While we know it won't work, we want unapply_special to
2854 * at least generate the message.
2855 */
2856 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2857 return 1;
2858 }
2859
2860 }
2861 }
2862 }
2863
2864 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2865 {
2866 /* this used up a slot that we need to free */
2867 if (op->body_info[i])
2868 {
2869 last = who->inv;
2870
2871 /* We do a while loop - may need to remove several items in order
2872 * to free up enough slots.
2873 */
2874 while ((who->body_used[i] + op->body_info[i]) < 0)
2875 {
2876 tmp = get_item_from_body_location (last, i);
2877 if (!tmp)
2878 {
2879 #if 0
2880 /* Not a bug - we'll get this if the player has cursed items
2881 * equipped.
2882 */
2883 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2884 #endif
2885 return 1;
2886 }
2887 /* If we are just printing, we don't care about cursed status */
2888 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2889 {
2890 if (aflags & AP_PRINT)
2891 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2892 else
2893 unapply_special (who, tmp, aflags);
2894 }
2895 else
2896 {
2897 /* Cursed item that we can't unequip - tell the player.
2898 * Note this could be annoying if this is just one of a few,
2899 * so it may not be critical (eg, putting on a ring and you have
2900 * one cursed ring.)
2901 */
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2903 }
2904 last = tmp->below;
2905 }
2906 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2907 * return in the !tmp would have kicked in.
2908 */
2909 } /* if op is using this body location */
2910 } /* for body lcoations */
2911 return 0;
2912 }
2913
2914 /**
2915 * Checks to see if 'who' can apply object 'op'.
2916 * Returns 0 if apply can be done without anything special.
2917 * Otherwise returns a bitmask - potentially several of these may be
2918 * set, but largely depends on circumstance - in the future, processing
2919 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2920 * is set, do we really are what the other flags may be?)
2921 *
2922 * See include/define.h for detailed description of the meaning of
2923 * these return values.
2924 */
2925 int
2926 can_apply_object (object *who, object *op)
2927 {
2928 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2929 return RESULT_INT (0);
2930
2931 int i, retval = 0;
2932 object *tmp = NULL, *ws = NULL;
2933
2934 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2935 * 2 weapons, but we don't want to let them do that. So if they are
2936 * trying to equip a weapon or shield, see if they already have one
2937 * in place and store that way.
2938 */
2939 if (op->type == WEAPON || op->type == SHIELD)
2940 {
2941 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2942 {
2943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2944 {
2945 retval = CAN_APPLY_UNAPPLY;
2946 ws = tmp;
2947 }
2948 }
2949 }
2950
2951 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2952 {
2953 if (op->body_info[i])
2954 {
2955 /* Item uses more slots than we have */
2956 if (FABS (op->body_info[i]) > who->body_info[i])
2957 {
2958 /* Could return now for efficiently - rest of info below isn'
2959 * really needed.
2960 */
2961 retval |= CAN_APPLY_NEVER;
2962 }
2963 else if ((who->body_used[i] + op->body_info[i]) < 0)
2964 {
2965 /* in this case, equipping this would use more free spots than
2966 * we have.
2967 */
2968 object *tmp1;
2969
2970
2971 /* if we have an applied weapon/shield, and unapply it would free
2972 * enough slots to equip the new item, then just set this can
2973 * continue. We don't care about the logic below - if you have
2974 * shield equipped and try to equip another shield, there is only
2975 * one choice. However, the check for the number of body locations
2976 * does take into the account cases where what is being applied
2977 * may be two handed for example.
2978 */
2979 if (ws)
2980 {
2981 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2982 {
2983 retval |= CAN_APPLY_UNAPPLY;
2984 continue;
2985 }
2986 }
2987
2988 tmp1 = get_item_from_body_location (who->inv, i);
2989 if (!tmp1)
2990 {
2991 #if 0
2992 /* This is sort of an error, but happens a lot when old players
2993 * join in with more stuff equipped than they are now allowed.
2994 */
2995 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2996 #endif
2997 retval |= CAN_APPLY_NEVER;
2998 }
2999 else
3000 {
3001 /* need to unapply something. However, if this something
3002 * is different than we had found before, it means they need
3003 * to apply multiple objects
3004 */
3005 retval |= CAN_APPLY_UNAPPLY;
3006 if (!tmp)
3007 tmp = tmp1;
3008 else if (tmp != tmp1)
3009 {
3010 retval |= CAN_APPLY_UNAPPLY_MULT;
3011 }
3012 /* This object isn't using up all the slots, so there must
3013 * be another. If so, and it the new item doesn't need all
3014 * the slots, the player then has a choice.
3015 */
3016 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3017 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3018
3019 /* Does unequippint 'tmp1' free up enough slots for this to be
3020 * equipped? If not, there must be something else to unapply.
3021 */
3022 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3023 retval |= CAN_APPLY_UNAPPLY_MULT;
3024
3025 }
3026 } /* if not enough free slots */
3027 } /* if this object uses location i */
3028 } /* for i -> num_body_locations loop */
3029
3030 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3031 * really be controlled by use of body locations. We do have
3032 * the weapon/shield checks, and the range checks for monsters,
3033 * because you can't control those just by body location - bows, shields,
3034 * and weapons all use the same slot. Similar for horn/rod/wand - they
3035 * all use the same location.
3036 */
3037 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3038 retval |= CAN_APPLY_RESTRICTION;
3039
3040 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3041 retval |= CAN_APPLY_RESTRICTION;
3042
3043 if (who->type != PLAYER)
3044 {
3045 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3046 retval |= CAN_APPLY_RESTRICTION;
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION;
3049 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3050 retval |= CAN_APPLY_RESTRICTION;
3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 }
3054
3055 return retval;
3056 }
3057
3058 /**
3059 * who is the object using the object. It can be a monster.
3060 * op is the object they are using. op is an equipment type item,
3061 * eg, one which you put on and keep on for a while, and not something
3062 * like a potion or scroll.
3063 *
3064 * function returns 1 if the action could not be completed, 0 on
3065 * success. However, success is a matter of meaning - if the
3066 * user passes the 'apply' flag to an object already applied,
3067 * nothing is done, and 0 is returned.
3068 *
3069 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3070 * AP_UNAPPLY=always unapply).
3071 *
3072 * Optional flags:
3073 * AP_NO_MERGE: don't merge an unapplied object with other objects
3074 * AP_IGNORE_CURSE: unapply cursed items
3075 *
3076 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3077 *
3078 * apply_special() doesn't check for unpaid items.
3079 */
3080 int
3081 apply_special (object *who, object *op, int aflags)
3082 {
3083 int basic_flag = aflags & AP_BASIC_FLAGS;
3084 object *tmp, *tmp2, *skop = NULL;
3085 int i;
3086
3087 if (who == NULL)
3088 {
3089 LOG (llevError, "apply_special() from object without environment.\n");
3090 return 1;
3091 }
3092
3093 if (op->env != who)
3094 return 1; /* op is not in inventory */
3095
3096 /* trying to unequip op */
3097 if (QUERY_FLAG (op, FLAG_APPLIED))
3098 {
3099 /* always apply, so no reason to unapply */
3100 if (basic_flag == AP_APPLY)
3101 return 0;
3102
3103 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3104 {
3105 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3106 return 1;
3107 }
3108 return unapply_special (who, op, aflags);
3109 }
3110
3111 if (basic_flag == AP_UNAPPLY)
3112 return 0;
3113
3114 i = can_apply_object (who, op);
3115
3116 /* Can't just apply this object. Lets see what not and what to do */
3117 if (i)
3118 {
3119 if (i & CAN_APPLY_NEVER)
3120 {
3121 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3122 return 1;
3123 }
3124 else if (i & CAN_APPLY_RESTRICTION)
3125 {
3126 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3127 return 1;
3128 }
3129 if (who->type != PLAYER)
3130 {
3131 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob (who, op, aflags))
3133 return 1;
3134 }
3135 else
3136 {
3137 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3138 {
3139 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3140 unapply_for_ob (who, op, AP_PRINT);
3141 return 1;
3142 }
3143 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3144 {
3145 i = unapply_for_ob (who, op, aflags);
3146 if (i)
3147 return 1;
3148 }
3149 }
3150 }
3151
3152 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3153 {
3154 skop = find_skill_by_name (who, op->skill);
3155 if (!skop)
3156 {
3157 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3158 return 1;
3159 }
3160 else
3161 /* While experience will be credited properly, we want to change the
3162 * skill so that the dam and wc get updated
3163 */
3164 change_skill (who, skop, 0);
3165 }
3166
3167 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3168 {
3169 new_draw_info (NDI_UNIQUE, 0, who,
3170 "Equipping that combined with other items would consume your soul! "
3171 "[use the skills command to check your available item power]");
3172 return 1;
3173 }
3174
3175
3176 /* Ok. We are now at the state where we can apply the new object.
3177 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object.
3179 */
3180
3181 if (op->nrof > 1)
3182 tmp = get_split_ob (op, op->nrof - 1);
3183 else
3184 tmp = NULL;
3185
3186 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3187 return RESULT_INT (0);
3188
3189 switch (op->type)
3190 {
3191 case WEAPON:
3192 if (!check_weapon_power (who, op->last_eat))
3193 {
3194 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3195 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3196 if (tmp != NULL)
3197 (void) insert_ob_in_ob (tmp, who);
3198 return 1;
3199 }
3200
3201 //TODO: this obviously fails for players using a shiorter prefix
3202 // i.e. "R" can use Ragnarok's swors.
3203 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3204 {
3205 /* if the weapon does not have the name as the character, can't use it. */
3206 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3207 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3208
3209 if (tmp)
3210 insert_ob_in_ob (tmp, who);
3211
3212 return 1;
3213 }
3214
3215 SET_FLAG (op, FLAG_APPLIED);
3216
3217 if (skop)
3218 change_skill (who, skop, 1);
3219
3220 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3221 SET_FLAG (who, FLAG_READY_WEAPON);
3222
3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3224
3225 change_abil (who, op);
3226 break;
3227
3228 case ARMOUR:
3229 case HELMET:
3230 case SHIELD:
3231 case BOOTS:
3232 case GLOVES:
3233 case GIRDLE:
3234 case BRACERS:
3235 case CLOAK:
3236 case RING:
3237 case AMULET:
3238 SET_FLAG (op, FLAG_APPLIED);
3239 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3240 change_abil (who, op);
3241 break;
3242
3243 case LAMP:
3244 if (op->stats.food < 1)
3245 {
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3247 return 1;
3248 }
3249
3250 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3251 tmp2 = arch_to_object (op->other_arch);
3252 tmp2->stats.food = op->stats.food;
3253 SET_FLAG (tmp2, FLAG_APPLIED);
3254
3255 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3256 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3257
3258 insert_ob_in_ob (tmp2, who);
3259
3260 /* Remove the old lantern */
3261 if (who->type == PLAYER)
3262 esrv_del_item (who->contr, op->count);
3263
3264 op->destroy ();
3265
3266 /* insert the portion that was split off */
3267 if (tmp)
3268 {
3269 insert_ob_in_ob (tmp, who);
3270 if (who->type == PLAYER)
3271 esrv_send_item (who, tmp);
3272 }
3273
3274 who->update_stats ();
3275
3276 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3277 {
3278 if (who->type == PLAYER)
3279 {
3280 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3281 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3282 }
3283 }
3284
3285 if (who->type == PLAYER)
3286 esrv_send_item (who, tmp2);
3287
3288 return 0;
3289
3290 /* this part is needed for skill-tools */
3291 case SKILL:
3292 case SKILL_TOOL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (who->type == PLAYER)
3300 {
3301 who->contr->ranged_skill = who;
3302 who->contr->ranged_ob = op;
3303
3304 if (!op->invisible)
3305 {
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3307 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3308 }
3309 else
3310 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3311 }
3312
3313 SET_FLAG (op, FLAG_APPLIED);
3314 change_abil (who, op);
3315 who->chosen_skill = op;
3316 SET_FLAG (who, FLAG_READY_SKILL);
3317 break;
3318
3319 case BOW:
3320 if (!check_weapon_power (who, op->last_eat))
3321 {
3322 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3323 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3324
3325 if (tmp)
3326 insert_ob_in_ob (tmp, who);
3327
3328 return 1;
3329 }
3330
3331 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3332 {
3333 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3334 if (tmp != NULL)
3335 insert_ob_in_ob (tmp, who);
3336
3337 return 1;
3338 }
3339
3340 /*FALLTHROUGH*/
3341 case WAND:
3342 case ROD:
3343 case HORN:
3344 /* check for skill, alter player status */
3345 SET_FLAG (op, FLAG_APPLIED);
3346 if (skop)
3347 change_skill (who, skop, 0);
3348
3349 if (who->type == PLAYER)
3350 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3352
3353 if (op->type == BOW)
3354 {
3355 change_abil (who, op);
3356 new_draw_info_format (NDI_UNIQUE, 0, who,
3357 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3358 }
3359
3360 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3361 who->contr->ranged_ob = op;
3362 }
3363 else
3364 {
3365 if (op->type == BOW)
3366 SET_FLAG (who, FLAG_READY_BOW);
3367 else
3368 SET_FLAG (who, FLAG_READY_RANGE);
3369 }
3370
3371 break;
3372
3373 case BUILDER:
3374 if (who->type == PLAYER)
3375 {
3376 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3377 unapply_special (who, who->contr->ranged_ob, 0);
3378
3379 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3380
3381 who->contr->ranged_skill = who;
3382 who->contr->ranged_ob = op;
3383 }
3384 break;
3385
3386 default:
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3388 } /* end of switch op->type */
3389
3390 SET_FLAG (op, FLAG_APPLIED);
3391
3392 if (tmp != NULL)
3393 tmp = insert_ob_in_ob (tmp, who);
3394
3395 who->update_stats ();
3396
3397 /* We exclude spell casting objects. The fire code will set the
3398 * been applied flag when they are used - until that point,
3399 * you don't know anything about them.
3400 */
3401 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3402 SET_FLAG (op, FLAG_BEEN_APPLIED);
3403
3404 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3405 {
3406 if (who->type == PLAYER)
3407 {
3408 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3409 SET_FLAG (op, FLAG_KNOWN_CURSED);
3410 }
3411 }
3412
3413 if (who->type == PLAYER)
3414 {
3415 /* if multiple objects were applied, update both slots */
3416 if (tmp)
3417 esrv_send_item (who, tmp);
3418
3419 esrv_send_item (who, op);
3420 }
3421
3422 return 0;
3423 }
3424
3425 int
3426 monster_apply_special (object *who, object *op, int aflags)
3427 {
3428 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3429 return 1;
3430 return apply_special (who, op, aflags);
3431 }
3432
3433 /**
3434 * Map was just loaded, handle op's initialisation.
3435 *
3436 * Generates shop floor's item, and treasures.
3437 */
3438 int
3439 auto_apply (object *op)
3440 {
3441 object *tmp = NULL, *tmp2;
3442 int i;
3443
3444 switch (op->type)
3445 {
3446 case SHOP_FLOOR:
3447 if (!op->has_random_items ())
3448 return 0;
3449
3450 do
3451 {
3452 i = 10; /* let's give it 10 tries */
3453 while ((tmp = generate_treasure (op->randomitems,
3454 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3455 if (tmp == NULL)
3456 return 0;
3457 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3458 {
3459 tmp->destroy ();
3460 tmp = NULL;
3461 }
3462 }
3463 while (!tmp);
3464
3465 tmp->x = op->x;
3466 tmp->y = op->y;
3467 SET_FLAG (tmp, FLAG_UNPAID);
3468 insert_ob_in_map (tmp, op->map, NULL, 0);
3469 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3470 identify (tmp);
3471 break;
3472
3473 case TREASURE:
3474 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3475 return 0;
3476
3477 while (op->stats.hp-- > 0)
3478 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3479 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3480
3481 /* If we generated an object and put it in this object inventory,
3482 * move it to the parent object as the current object is about
3483 * to disappear. An example of this item is the random_* stuff
3484 * that is put inside other objects.
3485 */
3486 for (tmp = op->inv; tmp; tmp = tmp2)
3487 {
3488 tmp2 = tmp->below;
3489 tmp->remove ();
3490
3491 if (op->env)
3492 insert_ob_in_ob (tmp, op->env);
3493 else
3494 tmp->destroy ();
3495 }
3496
3497 op->destroy ();
3498 break;
3499 }
3500 return tmp ? 1 : 0;
3501 }
3502
3503 /**
3504 * fix_auto_apply goes through the entire map every time a map
3505 * is loaded or swapped in and performs special actions for
3506 * certain objects (most initialization of chests and creation of
3507 * treasures and stuff). Calls auto_apply if appropriate.
3508 */
3509 void
3510 maptile::fix_auto_apply ()
3511 {
3512 if (!spaces)
3513 return;
3514
3515 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3516 for (object *tmp = ms->bot; tmp; )
3517 {
3518 object *above = tmp->above;
3519
3520 if (tmp->inv)
3521 {
3522 object *invtmp, *invnext;
3523
3524 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3525 {
3526 invnext = invtmp->below;
3527
3528 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3529 auto_apply (invtmp);
3530 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3531 {
3532 while ((invtmp->stats.hp--) > 0)
3533 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3534
3535 invtmp->randomitems = NULL;
3536 }
3537 else if (invtmp && invtmp->arch
3538 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3539 {
3540 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3541 /* Need to clear this so that we never try to create
3542 * treasure again for this object
3543 */
3544 invtmp->randomitems = NULL;
3545 }
3546 }
3547 /* This is really temporary - the code at the bottom will
3548 * also set randomitems to null. The problem is there are bunches
3549 * of maps/players already out there with items that have spells
3550 * which haven't had the randomitems set to null yet.
3551 * MSW 2004-05-13
3552 *
3553 * And if it's a spellbook, it's better to set randomitems to NULL too,
3554 * else you get two spells in the book ^_-
3555 * Ryo 2004-08-16
3556 */
3557 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3558 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3559 tmp->randomitems = NULL;
3560
3561 }
3562
3563 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3564 auto_apply (tmp);
3565 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3566 {
3567 while ((tmp->stats.hp--) > 0)
3568 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3569 tmp->randomitems = NULL;
3570 }
3571 else if (tmp->type == TIMED_GATE)
3572 {
3573 object *head = tmp->head != NULL ? tmp->head : tmp;
3574
3575 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3576 tmp->set_speed (0);
3577 }
3578 /* This function can be called everytime a map is loaded, even when
3579 * swapping back in. As such, we don't want to create the treasure
3580 * over and ove again, so after we generate the treasure, blank out
3581 * randomitems so if it is swapped in again, it won't make anything.
3582 * This is a problem for the above objects, because they have counters
3583 * which say how many times to make the treasure.
3584 */
3585 else if (tmp && tmp->arch && tmp->type != PLAYER
3586 && tmp->type != TREASURE && tmp->type != SPELL
3587 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3588 {
3589 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3590 tmp->randomitems = NULL;
3591 }
3592 // close all containers
3593 else if (tmp->type == CONTAINER)
3594 tmp->flag [FLAG_APPLIED] = 0;
3595
3596 tmp = above;
3597 }
3598
3599 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3600 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3601 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3602 check_trigger (tmp, tmp->above);
3603 }
3604
3605 /**
3606 * Handles player eating food that temporarily changes status (resistances, stats).
3607 * This used to call cast_change_attr(), but
3608 * that doesn't work with the new spell code. Since we know what
3609 * the food changes, just grab a force and use that instead.
3610 */
3611
3612 void
3613 eat_special_food (object *who, object *food)
3614 {
3615 object *force;
3616 int i, did_one = 0;
3617 sint8 k;
3618
3619 force = get_archetype (FORCE_NAME);
3620
3621 for (i = 0; i < NUM_STATS; i++)
3622 {
3623 k = get_attr_value (&food->stats, i);
3624 if (k)
3625 {
3626 set_attr_value (&force->stats, i, k);
3627 did_one = 1;
3628 }
3629 }
3630
3631 /* check if we can protect the eater */
3632 for (i = 0; i < NROFATTACKS; i++)
3633 {
3634 if (food->resist[i] > 0)
3635 {
3636 force->resist[i] = food->resist[i] / 2;
3637 did_one = 1;
3638 }
3639 }
3640
3641 if (did_one)
3642 {
3643 force->set_speed (0.1);
3644 /* bigger morsel of food = longer effect time */
3645 force->duration = food->stats.food / 5;
3646 SET_FLAG (force, FLAG_APPLIED);
3647 change_abil (who, force);
3648 insert_ob_in_ob (force, who);
3649 }
3650 else
3651 force->destroy ();
3652
3653 /* check for hp, sp change */
3654 if (food->stats.hp != 0)
3655 {
3656 if (QUERY_FLAG (food, FLAG_CURSED))
3657 {
3658 assign (who->contr->killer, food->name);
3659 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3660 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3661 }
3662 else
3663 {
3664 if (food->stats.hp > 0)
3665 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3666 else
3667 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3668 who->stats.hp += food->stats.hp;
3669 }
3670 }
3671 if (food->stats.sp != 0)
3672 {
3673 if (QUERY_FLAG (food, FLAG_CURSED))
3674 {
3675 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3676 who->stats.sp -= food->stats.sp;
3677 if (who->stats.sp < 0)
3678 who->stats.sp = 0;
3679 }
3680 else
3681 {
3682 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3683 who->stats.sp += food->stats.sp;
3684 /* place limit on max sp from food? */
3685 }
3686 }
3687 who->update_stats ();
3688 }
3689
3690 /**
3691 * Designed primarily to light torches/lanterns/etc.
3692 * Also burns up burnable material too. First object in the inventory is
3693 * the selected object to "burn". -b.t.
3694 */
3695 void
3696 apply_lighter (object *who, object *lighter)
3697 {
3698 object *item;
3699 int is_player_env = 0;
3700
3701 item = find_marked_object (who);
3702 if (item)
3703 {
3704 if (lighter->last_eat && lighter->stats.food)
3705 { /* lighter gets used up */
3706 /* Split multiple lighters if they're being used up. Otherwise *
3707 * one charge from each would be used up. --DAMN */
3708 if (lighter->nrof > 1)
3709 {
3710 object *oneLighter = lighter->clone ();
3711
3712 lighter->nrof -= 1;
3713 oneLighter->nrof = 1;
3714 oneLighter->stats.food--;
3715 esrv_send_item (who, lighter);
3716 oneLighter = insert_ob_in_ob (oneLighter, who);
3717 esrv_send_item (who, oneLighter);
3718 }
3719 else
3720 lighter->stats.food--;
3721 }
3722 else if (lighter->last_eat)
3723 { /* no charges left in lighter */
3724 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3725 return;
3726 }
3727
3728 /* Perhaps we should split what we are trying to light on fire?
3729 * I can't see many times when you would want to light multiple
3730 * objects at once.
3731 */
3732
3733 if (who == item->in_player ())
3734 is_player_env = 1;
3735
3736 save_throw_object (item, AT_FIRE, who);
3737
3738 if (item->destroyed ())
3739 {
3740 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3741 /* Need to update the player so that the players glow radius
3742 * gets changed.
3743 */
3744 if (is_player_env)
3745 who->update_stats ();
3746 }
3747 else
3748 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3749 }
3750 else /* nothing to light */
3751 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3752
3753 }
3754
3755 /**
3756 * op made some mistake with a scroll, this takes care of punishment.
3757 * scroll_failure()- hacked directly from spell_failure
3758 */
3759 void
3760 scroll_failure (object *op, int failure, int power)
3761 {
3762 if (abs (failure / 4) > power)
3763 power = abs (failure / 4); /* set minimum effect */
3764
3765 if (failure <= -1 && failure > -15)
3766 { /* wonder */
3767 object *tmp;
3768
3769 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3770 tmp = get_archetype (SPELL_WONDER);
3771 cast_wonder (op, op, 0, tmp);
3772 tmp->destroy ();
3773 }
3774 else if (failure <= -15 && failure > -35)
3775 { /* drain mana */
3776 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3777 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3778 if (op->stats.sp < 0)
3779 op->stats.sp = 0;
3780 }
3781 else if (settings.spell_failure_effects == TRUE)
3782 {
3783 if (failure <= -35 && failure > -60)
3784 { /* confusion */
3785 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3786 confuse_player (op, op, power);
3787 }
3788 else if (failure <= -60 && failure > -70)
3789 { /* paralysis */
3790 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3791 paralyze_player (op, op, power);
3792 }
3793 else if (failure <= -70 && failure > -80)
3794 { /* blind */
3795 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3796 blind_player (op, op, power);
3797 }
3798 else if (failure <= -80)
3799 { /* blast the immediate area */
3800 object *tmp;
3801
3802 tmp = get_archetype (LOOSE_MANA);
3803 cast_magic_storm (op, tmp, power);
3804 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3805 tmp->destroy ();
3806 }
3807 }
3808 }
3809
3810 void
3811 apply_changes_to_player (object *pl, object *change)
3812 {
3813 int excess_stat = 0; /* if the stat goes over the maximum
3814 for the race, put the excess stat some
3815 where else. */
3816
3817 switch (change->type)
3818 {
3819 case CLASS:
3820 {
3821 living *stats = &(pl->contr->orig_stats);
3822 living *ns = &(change->stats);
3823 object *walk;
3824 int flag_change_face = 1;
3825
3826 /* the following code assigns stats up to the stat max
3827 * for the race, and if the stat max is exceeded,
3828 * tries to randomly reassign the excess stat
3829 */
3830 int i, j;
3831
3832 for (i = 0; i < NUM_STATS; i++)
3833 {
3834 sint8 stat = get_attr_value (stats, i);
3835 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3836
3837 stat += get_attr_value (ns, i);
3838 if (stat > 20 + race_bonus)
3839 {
3840 excess_stat++;
3841 stat = 20 + race_bonus;
3842 }
3843 set_attr_value (stats, i, stat);
3844 }
3845
3846 for (j = 0; excess_stat > 0 && j < 100; j++)
3847 { /* try 100 times to assign excess stats */
3848 int i = rndm (0, 6);
3849 int stat = get_attr_value (stats, i);
3850 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3851
3852 if (i == CHA)
3853 continue; /* exclude cha from this */
3854 if (stat < 20 + race_bonus)
3855 {
3856 change_attr_value (stats, i, 1);
3857 excess_stat--;
3858 }
3859 }
3860
3861 /* insert the randomitems from the change's treasurelist into
3862 * the player ref: player.c
3863 */
3864 if (change->randomitems != NULL)
3865 give_initial_items (pl, change->randomitems);
3866
3867
3868 /* set up the face, for some races. */
3869
3870 /* first, look for the force object banning
3871 * changing the face. Certain races never change face with class.
3872 */
3873 for (walk = pl->inv; walk != NULL; walk = walk->below)
3874 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3875 flag_change_face = 0;
3876
3877 if (flag_change_face)
3878 {
3879 pl->animation_id = GET_ANIM_ID (change);
3880 pl->face = change->face;
3881
3882 if (QUERY_FLAG (change, FLAG_ANIMATE))
3883 SET_FLAG (pl, FLAG_ANIMATE);
3884 else
3885 CLEAR_FLAG (pl, FLAG_ANIMATE);
3886 }
3887
3888 /* check the special case of can't use weapons */
3889 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3890 if (!strcmp (change->name, "monk"))
3891 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3892
3893 break;
3894 }
3895 }
3896 }
3897
3898 /**
3899 * This handles items of type 'transformer'.
3900 * Basically those items, used with a marked item, transform both items into something
3901 * else.
3902 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3903 * Change information is contained in the 'slaying' field of the marked item.
3904 * The format is as follow: transformer:[number ]yield[;transformer:...].
3905 * This way an item can be transformed in many things, and/or many objects.
3906 * The 'slaying' field for transformer is used as verb for the action.
3907 */
3908 void
3909 apply_item_transformer (object *pl, object *transformer)
3910 {
3911 object *marked;
3912 object *new_item;
3913 char *find;
3914 char *separator;
3915 int yield;
3916 char got[MAX_BUF];
3917 int len;
3918
3919 if (!pl || !transformer)
3920 return;
3921 marked = find_marked_object (pl);
3922 if (!marked)
3923 {
3924 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3925 return;
3926 }
3927 if (!marked->slaying)
3928 {
3929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3930 return;
3931 }
3932 /* check whether they are compatible or not */
3933 find = strstr (marked->slaying, transformer->arch->name);
3934 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3935 {
3936 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3937 return;
3938 }
3939 find += strlen (transformer->arch->name) + 1;
3940 /* Item can be used, now find how many and what it yields */
3941 if (isdigit (*(find)))
3942 {
3943 yield = atoi (find);
3944 if (yield < 1)
3945 {
3946 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3947 yield = 1;
3948 }
3949 }
3950 else
3951 yield = 1;
3952
3953 while (isdigit (*find))
3954 find++;
3955 while (*find == ' ')
3956 find++;
3957 memset (got, 0, MAX_BUF);
3958 if ((separator = strchr (find, ';')) != NULL)
3959 {
3960 len = separator - find;
3961 }
3962 else
3963 {
3964 len = strlen (find);
3965 }
3966 if (len > MAX_BUF - 1)
3967 len = MAX_BUF - 1;
3968 strcpy (got, find);
3969 got[len] = '\0';
3970
3971 /* Now create new item, remove used ones when required. */
3972 new_item = get_archetype (got);
3973 if (!new_item)
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3976 return;
3977 }
3978
3979 new_item->nrof = yield;
3980 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3981 insert_ob_in_ob (new_item, pl);
3982 esrv_send_inventory (pl, pl);
3983 /* Eat up one item */
3984 decrease_ob_nr (marked, 1);
3985 /* Eat one transformer if needed */
3986 if (transformer->stats.food)
3987 if (--transformer->stats.food == 0)
3988 decrease_ob_nr (transformer, 1);
3989 }