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/cvs/deliantra/server/server/apply.C
Revision: 1.112
Committed: Tue Jul 3 11:43:38 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.111: +19 -5 lines
Log Message:
fix the other readable message generation

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 object *id, *marked;
98 int success = 0;
99
100 if (pl == NULL || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0;
108
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory.
112 */
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money))
116 {
117 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
119 if (marked->msg)
120 {
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123 }
124 return money == NULL;
125 }
126 }
127
128 for (id = pl->inv; id; id = id->below)
129 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 {
132 if (operate_altar (altar, &money))
133 {
134 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 if (id->msg)
137 {
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break;
145 }
146 else
147 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break;
150 }
151 }
152 }
153 if (!success)
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
155 return money == NULL;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 static void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291
292 /* Just makes checking easier */
293 if (i < MIN (11, op->level))
294 got_one = 1;
295
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 {
298 if (got_one)
299 {
300 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
304 }
305 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
307 }
308 else
309 { /* cursed potion */
310 if (got_one)
311 {
312 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
314 }
315 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
317 }
318
319 decrease_ob (tmp);
320 return 1;
321 }
322
323
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
325 * and heroism all fit into this category. Given the spell object code,
326 * there is no limit to the number of spells that potions can be cast,
327 * but direction is problematic to try and imbue fireball potions for example.
328 */
329 if (tmp->inv)
330 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 {
333 object *fball;
334
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 }
344 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346
347 decrease_ob (tmp);
348 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats ();
351 return 1;
352 }
353
354 /* Deal with protection potions */
355 force = NULL;
356 for (i = 0; i < NROFATTACKS; i++)
357 {
358 if (tmp->resist[i])
359 {
360 if (!force)
361 force = get_archetype (FORCE_NAME);
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */
365 }
366 }
367 /* This is a protection potion */
368 if (force)
369 {
370 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
372 {
373 force->stats.food *= 10;
374 for (i = 0; i < NROFATTACKS; i++)
375 if (force->resist[i] > 0)
376 force->resist[i] = -force->resist[i]; /* prot => vuln */
377 }
378
379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force);
384 decrease_ob (tmp);
385 return 1;
386 }
387
388 /* Only thing left are the stat potions */
389 if (op->type == PLAYER)
390 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else
394 SET_FLAG (tmp, FLAG_APPLIED);
395 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 }
398
399 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears
402 * up all the stats.
403 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats ();
406 decrease_ob (tmp);
407 return 1;
408 }
409
410 /****************************************************************************
411 * Weapon improvement code follows
412 ****************************************************************************/
413
414 /**
415 * This returns the sum of nrof of item (arch name).
416 */
417 static int
418 check_item (object *op, const char *item)
419 {
420 int count = 0;
421
422
423 if (item == NULL)
424 return 0;
425
426 op = op->below;
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
442 }
443
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->archname, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 op->update_stats ();
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592
593 /**
594 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on.
596 */
597
598 int
599 prepare_weapon (object *op, object *improver, object *weapon)
600 {
601 int sacrifice_count, i;
602 char buf[MAX_BUF];
603
604 if (weapon->level != 0)
605 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 return 0;
608 }
609 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i])
611 break;
612
613 /* If we break out, i will be less than nrofattacks, preventing
614 * improvement of items that already have protections.
615 */
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */
620 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 return 0;
623 }
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count);
630
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632
633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */
637 decrease_ob (improver);
638 weapon->last_eat = 0;
639 return 1;
640 }
641
642
643 /**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason.
647 *
648 * Checks if weapon was prepared, if enough potions on the floor, ...
649 *
650 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve
653 */
654 int
655 improve_weapon (object *op, object *improver, object *weapon)
656 {
657 int sacrifice_count, sacrifice_needed = 0;
658
659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon);
662 }
663 if (weapon->level == 0)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666 return 0;
667 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671 return 0;
672 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678 return 0;
679 }
680 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved.
684 */
685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
687 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690 weapon->last_eat++;
691
692 weapon->item_power++;
693 decrease_ob (improver);
694 return 1;
695 }
696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
698 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1)
701 weapon->weight = 1;
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703 weapon->last_eat++;
704 weapon->item_power++;
705 decrease_ob (improver);
706 return 1;
707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
710 weapon->magic++;
711 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713 decrease_ob (improver);
714 weapon->item_power++;
715 return 1;
716 }
717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720
721 if (sacrifice_needed < 1)
722 sacrifice_needed = 1;
723 sacrifice_needed *= 2;
724
725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed)
727 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729 return 0;
730 }
731 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++;
733
734 switch (improver->stats.sp)
735 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 }
753 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0;
755 }
756
757 /**
758 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work.
761 */
762 int
763 check_improve_weapon (object *op, object *tmp)
764 {
765 object *otmp;
766
767 if (op->type != PLAYER)
768 return 0;
769
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0;
774 }
775
776 otmp = find_marked_object (op);
777 if (!otmp)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
780 return 0;
781 }
782
783 if (otmp->type != WEAPON && otmp->type != BOW)
784 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
786 return 0;
787 }
788
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
790 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp);
792 return 1;
793 }
794
795 /**
796 * This code deals with the armour improvment scrolls.
797 * Change limits on improvement - let players go up to
798 * +5 no matter what level, but they are limited by item
799 * power.
800 * Try to use same improvement code as in the common/treasure.c
801 * file, so that if you make a +2 full helm, it will be just
802 * the same as one you find in a shop.
803 *
804 * deprecated comment:
805 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
806 * only 'enchantment' of armour is possible - improving
807 * the stats of a player w/ armour as well as a weapon
808 * will probably horribly unbalance the game. Magic enchanting
809 * depends on the level of the character - ie the plus
810 * value (magic) of the armour can never be increased beyond
811 * the level of the character / 10 -- rounding upish, nor may
812 * the armour value of the piece of equipment exceed either
813 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now.
816 */
817 int
818 improve_armour (object *op, object *improver, object *armour)
819 {
820 object *tmp;
821
822 if (armour->magic >= settings.armor_max_enchant)
823 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
825 return 0;
826 }
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?)
831 */
832 if (armour->title)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
835 return 0;
836 }
837
838 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge.
840 */
841 if (armour->nrof > 1)
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845
846 armour->magic++;
847
848 if (!settings.armor_speed_linear)
849 {
850 int base = 100;
851 int pow = 0;
852
853 while (pow < armour->magic)
854 {
855 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++;
857 }
858
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 }
861 else
862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
863
864 if (!settings.armor_weight_linear)
865 {
866 int base = 100;
867 int pow = 0;
868
869 while (pow < armour->magic)
870 {
871 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++;
873 }
874
875 armour->weight = (armour->arch->weight * base) / 100;
876 }
877 else
878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
879
880 if (armour->weight <= 0)
881 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1;
884 }
885
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887
888 if (op->type == PLAYER)
889 {
890 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats ();
893 }
894 decrease_ob (improver);
895 if (tmp)
896 {
897 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp);
899 }
900 return 1;
901 }
902
903
904 /*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken.
907 */
908 #define CONV_FROM(xyz) xyz->slaying
909 #define CONV_TO(xyz) xyz->other_arch
910 #define CONV_NR(xyz) xyz->stats.sp
911 #define CONV_NEED(xyz) xyz->stats.food
912
913 /* Takes one items and makes another.
914 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything.
917 */
918 int
919 convert_item (object *item, object *converter)
920 {
921 int nr = 0;
922 uint32 price_in;
923
924 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck)
927 */
928 if (!strcmp (CONV_FROM (converter), "money"))
929 {
930 int cost;
931
932 if (item->type != MONEY)
933 return 0;
934
935 nr = (item->nrof * item->value) / CONV_NEED (converter);
936 if (!nr)
937 return 0;
938 cost = nr * CONV_NEED (converter) / item->value;
939 /* take into account rounding errors */
940 if (nr * CONV_NEED (converter) % item->value)
941 cost++;
942 decrease_ob_nr (item, cost);
943
944 price_in = cost * item->value;
945 }
946 else
947 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950 return 0;
951
952 if (CONV_NEED (converter))
953 {
954 nr = item->nrof / CONV_NEED (converter);
955 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = nr * CONV_NEED (converter) * item->value;
957 }
958 else
959 {
960 price_in = item->value;
961 item->destroy ();
962 }
963 }
964
965 if (converter->inv != NULL)
966 {
967 object *ob;
968 int i;
969 object *ob_to_copy;
970
971 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob;
978 }
979 }
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 }
984 else
985 {
986 if (converter->other_arch == NULL)
987 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1;
991 }
992
993 item = object_create_arch (converter->other_arch);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 }
996
997 if (CONV_NR (converter))
998 item->nrof = CONV_NR (converter);
999 if (nr)
1000 item->nrof *= nr;
1001 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value)
1004 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /**
1009 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this
1011 */
1012 }
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1;
1015 }
1016
1017 /**
1018 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t.
1022 */
1023 int
1024 apply_container (object *op, object *sack)
1025 {
1026 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */
1028
1029 if (!sack || sack->type != CONTAINER)
1030 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0;
1033 }
1034
1035 op->contr->last_used = 0;
1036
1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1041 }
1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1047 {
1048 // open on ground or inv, so close
1049 op->close_container ();
1050 return 1;
1051 }
1052 else if (!sack->env)
1053 {
1054 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058
1059 // fall through to opening it (active in inv)
1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1064 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1068 return 1;
1069 }
1070
1071 // it's locked?
1072 if (sack->slaying)
1073 {
1074 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1076 else
1077 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1079 return 1;
1080 }
1081 }
1082
1083 op->open_container (sack);
1084
1085 return 1;
1086 }
1087
1088 /**
1089 * Handles dropping things on altar.
1090 * Returns true if sacrifice was accepted.
1091 */
1092 static int
1093 apply_altar (object *altar, object *sacrifice, object *originator)
1094 {
1095 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0;
1098
1099 if (operate_altar (altar, &sacrifice))
1100 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly.
1104 */
1105 if (altar->inv && altar->inv->type == SPELL)
1106 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1108 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with
1110 * old maps.
1111 */
1112
1113 /* push_button (altar);*/
1114 }
1115 else
1116 {
1117 altar->value = 1; /* works only once */
1118 push_button (altar);
1119 }
1120
1121 return !sacrifice;
1122 }
1123 else
1124 return 0;
1125 }
1126
1127 /**
1128 * Handles 'movement' of shop mats.
1129 * Returns 1 if 'op' was destroyed, 0 if not.
1130 * Largely re-written to not use nearly as many gotos, plus
1131 * some of this code just looked plain out of date.
1132 * MSW 2001-08-29
1133 */
1134 int
1135 apply_shop_mat (object *shop_mat, object *op)
1136 {
1137 int rv = 0;
1138 double opinion;
1139 object *tmp, *next;
1140
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142
1143 if (op->type != PLAYER)
1144 {
1145 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in
1147 * the shop.
1148 */
1149 for (tmp = op->inv; tmp; tmp = next)
1150 {
1151 next = tmp->below;
1152
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156
1157 tmp->remove ();
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 }
1167 }
1168
1169 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK))
1171 return 0;
1172
1173 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space.
1175 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1182 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184
1185 return 0;
1186 }
1187 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine.
1189 */
1190 rv = teleport (shop_mat, SHOP_MAT, op);
1191 }
1192 else if (can_pay (op) && get_payment (op))
1193 {
1194 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op);
1196
1197 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor.
1202 */
1203 else if (!rv && !is_in_shop (op))
1204 {
1205 opinion = shopkeeper_approval (op->map, op);
1206
1207 if (opinion > 0.9)
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1209 else if (opinion > 0.75)
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1211 else if (opinion > 0.5)
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 }
1216 }
1217 else
1218 {
1219 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore
1222 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224
1225 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else
1230 {
1231 op->remove ();
1232 op->x += freearr_x[i];
1233 op->y += freearr_y[i];
1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_NO_APPLY);
1239 return rv;
1240 }
1241
1242 /**
1243 * Handles applying a sign.
1244 */
1245 static void
1246 apply_sign (object *op, object *sign, int autoapply)
1247 {
1248 readable_message_type *msgType;
1249
1250 if (sign->msg == NULL)
1251 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1253 return;
1254 }
1255
1256 if (sign->stats.food)
1257 {
1258 if (sign->last_eat >= sign->stats.food)
1259 {
1260 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1262 return;
1263 }
1264
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++;
1267 }
1268
1269 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1270 * No way to know for sure. The presumption is basically that if
1271 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us).
1273 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1277 return;
1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1294 }
1295
1296 /**
1297 * 'victim' moves onto 'trap'
1298 * 'victim' leaves 'trap'
1299 * effect is determined by move_on/move_off of trap and move_type of victime.
1300 *
1301 * originator: Player, monster or other object that caused 'victim' to move
1302 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1303 * However, some types of traps require an originator to function.
1304 */
1305 void
1306 move_apply (object *trap, object *victim, object *originator)
1307 {
1308 static int recursion_depth = 0;
1309
1310 /* Only exits affect DMs. */
1311 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1312 return;
1313
1314 /* move_apply() is the most likely candidate for causing unwanted and
1315 * possibly unlimited recursion.
1316 */
1317 /* The following was changed because it was causing perfeclty correct
1318 * maps to fail. 1) it's not an error to recurse:
1319 * rune detonates, summoning monster. monster lands on nearby rune.
1320 * nearby rune detonates. This sort of recursion is expected and
1321 * proper. This code was causing needless crashes.
1322 */
1323 if (recursion_depth >= 500)
1324 {
1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1327 return;
1328 }
1329
1330 recursion_depth++;
1331 if (trap->head)
1332 trap = trap->head;
1333
1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1335 goto leave;
1336
1337 switch (trap->type)
1338 {
1339 case PLAYERMOVER:
1340 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1341 {
1342 if (!trap->stats.maxsp)
1343 trap->stats.maxsp = 2;
1344
1345 /* Is this correct? From the docs, it doesn't look like it
1346 * should be divided by trap->speed
1347 */
1348 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1349
1350 /* Just put in some sanity check. I think there is a bug in the
1351 * above with some objects have zero speed, and thus the player
1352 * getting permanently paralyzed.
1353 */
1354 if (victim->speed_left < -50.f)
1355 victim->speed_left = -50.f;
1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357 }
1358 goto leave;
1359
1360 case SPINNER:
1361 if (victim->direction)
1362 {
1363 victim->direction = absdir (victim->direction - trap->stats.sp);
1364 update_turn_face (victim);
1365 }
1366 goto leave;
1367
1368 case DIRECTOR:
1369 if (victim->direction && !should_director_abort (trap, victim))
1370 {
1371 victim->direction = trap->stats.sp;
1372 update_turn_face (victim);
1373 }
1374 goto leave;
1375
1376 case BUTTON:
1377 case PEDESTAL:
1378 update_button (trap);
1379 goto leave;
1380
1381 case ALTAR:
1382 /* sacrifice victim on trap */
1383 apply_altar (trap, victim, originator);
1384 goto leave;
1385
1386 case THROWN_OBJ:
1387 if (trap->inv == NULL)
1388 goto leave;
1389 /* fallthrough */
1390
1391 case ARROW:
1392 /* bad bug: monster throw a object, make a step forwards, step on object ,
1393 * trigger this here and get hit by own missile - and will be own enemy.
1394 * Victim then is his own enemy and will start to kill herself (this is
1395 * removed) but we have not synced victim and his missile. To avoid senseless
1396 * action, we avoid hits here
1397 */
1398 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1399 hit_with_arrow (trap, victim);
1400 goto leave;
1401
1402 case SPELL_EFFECT:
1403 apply_spell_effect (trap, victim);
1404 goto leave;
1405
1406 case TRAPDOOR:
1407 {
1408 int max, sound_was_played;
1409 object *ab, *ab_next;
1410
1411 if (!trap->value)
1412 {
1413 int tot;
1414
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1418
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave;
1421
1422 SET_ANIMATION (trap, trap->value);
1423 update_object (trap, UP_OBJ_FACE);
1424 }
1425
1426 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1427 {
1428 /* need to set this up, since if we do transfer the object,
1429 * ab->above would be bogus
1430 */
1431 ab_next = ab->above;
1432
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 {
1435 if (!sound_was_played)
1436 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1438 sound_was_played = 1;
1439 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1442 }
1443 }
1444 goto leave;
1445 }
1446
1447
1448 case CONVERTER:
1449 if (convert_item (victim, trap) < 0)
1450 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1452 get_archetype ("burnout")->insert_at (trap, trap);
1453 }
1454
1455 goto leave;
1456
1457 case TRIGGER_BUTTON:
1458 case TRIGGER_PEDESTAL:
1459 case TRIGGER_ALTAR:
1460 check_trigger (trap, victim);
1461 goto leave;
1462
1463 case DEEP_SWAMP:
1464 walk_on_deep_swamp (trap, victim);
1465 goto leave;
1466
1467 case CHECK_INV:
1468 check_inv (victim, trap);
1469 goto leave;
1470
1471 case HOLE:
1472 /* Hole not open? */
1473 if (trap->stats.wc > 0)
1474 goto leave;
1475
1476 /* Is this a multipart monster and not the head? If so, return.
1477 * Processing will happen if the head runs into the pit
1478 */
1479 if (victim->head)
1480 goto leave;
1481
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1496 victim->enter_exit (trap);
1497 }
1498 goto leave;
1499
1500 case ENCOUNTER:
1501 /* may be some leftovers on this */
1502 goto leave;
1503
1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim);
1506 goto leave;
1507
1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator);
1511 goto leave;
1512
1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 goto leave; /* monsters musn't apply magic_mouths with counters */
1516
1517 apply_sign (victim, trap, 1);
1518 goto leave;
1519
1520 case CONTAINER:
1521 apply_container (victim, trap);
1522 goto leave;
1523
1524 case RUNE:
1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim);
1529 }
1530 goto leave;
1531
1532 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1535 goto leave;
1536 }
1537
1538 leave:
1539 recursion_depth--;
1540 }
1541
1542 /**
1543 * Handles reading a regular (ie not containing a spell) book.
1544 */
1545 static void
1546 apply_book (object *op, object *tmp)
1547 {
1548 int lev_diff;
1549 object *skill_ob;
1550
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1554 return;
1555 }
1556
1557 if (!tmp->msg)
1558 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1560 return;
1561 }
1562
1563 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob)
1566 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1568 return;
1569 }
1570
1571 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 {
1574 if (lev_diff < 2)
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1576 else if (lev_diff < 3)
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1578 else if (lev_diff < 5)
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return;
1587 }
1588
1589 readable_message_type *msgType = get_readable_message_type (tmp);
1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1607
1608 /* gain xp from reading */
1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610 { /* only if not read before */
1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1612
1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 {
1615 /*exp_gain *= 2; because they just identified it too */
1616 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617
1618 /* If in a container, update how it looks */
1619 if (tmp->env)
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1621 else
1622 op->contr->ns->floorbox_update ();
1623 }
1624
1625 change_exp (op, exp_gain, skill_ob->skill, 0);
1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 }
1628 }
1629
1630 /**
1631 * Handles the applying of a skill scroll, calling learn_skill straight.
1632 * op is the person learning the skill, tmp is the skill scroll object
1633 */
1634 static void
1635 apply_skillscroll (object *op, object *tmp)
1636 {
1637 switch ((int) learn_skill (op, tmp))
1638 {
1639 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1642 return;
1643
1644 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp);
1647 return;
1648
1649 default:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1651 decrease_ob (tmp);
1652 return;
1653 }
1654 }
1655
1656 /**
1657 * Actually makes op learn spell.
1658 * Informs player of what happens.
1659 */
1660 void
1661 do_learn_spell (object *op, object *spell, int special_prayer)
1662 {
1663 object *tmp;
1664
1665 if (op->type != PLAYER)
1666 {
1667 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1668 return;
1669 }
1670
1671 /* Upgrade special prayers to normal prayers */
1672 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673 {
1674 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675 {
1676 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1677 return;
1678 }
1679 return;
1680 }
1681
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1683 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op);
1685
1686 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP);
1688
1689 esrv_add_spells (op->contr, tmp);
1690 }
1691
1692 /**
1693 * Erases spell from player's inventory.
1694 */
1695 void
1696 do_forget_spell (object *op, const char *spell)
1697 {
1698 object *spob;
1699
1700 if (op->type != PLAYER)
1701 {
1702 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1703 return;
1704 }
1705 if ((spob = check_spell_known (op, spell)) == NULL)
1706 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return;
1709 }
1710
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1712 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob);
1714 spob->destroy ();
1715 }
1716
1717 /**
1718 * Handles player applying a spellbook.
1719 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1720 * stuff like that. Random learning failure too.
1721 */
1722 static void
1723 apply_spellbook (object *op, object *tmp)
1724 {
1725 object *skop, *spell, *spell_skill;
1726
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1730 return;
1731 }
1732
1733 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks
1736 */
1737
1738 if (tmp->slaying != NULL)
1739 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell)
1742 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1744 return;
1745 }
1746 else
1747 insert_ob_in_ob (spell, tmp);
1748 tmp->slaying = NULL;
1749 }
1750
1751 skop = find_skill_by_name (op, tmp->skill);
1752
1753 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */
1755 if (!skop)
1756 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1758 return;
1759 }
1760
1761 spell = tmp->inv;
1762
1763 if (!spell)
1764 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1767 return;
1768 }
1769
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1773 return;
1774 }
1775
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1777
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1780 identify (tmp);
1781
1782 if (tmp->env)
1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1784 else
1785 op->contr->ns->floorbox_update ();
1786 }
1787
1788 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark.
1792 */
1793 if (check_spell_known (op, spell->name))
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1796 return;
1797 }
1798
1799 if (spell->skill)
1800 {
1801 spell_skill = find_skill_by_name (op, spell->skill);
1802
1803 if (!spell_skill)
1804 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1806 return;
1807 }
1808
1809 if (spell_skill->level < spell->level)
1810 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1812 return;
1813 }
1814 }
1815
1816 /* Logic as follows
1817 *
1818 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1819 *
1820 * 2- The learner's skill level in literacy adjusts the chance to learn
1821 * a spell.
1822 *
1823 * 3 -Automatically fail to learn if you read while confused
1824 *
1825 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t.
1827 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 {
1836
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0);
1839
1840 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 }
1844 else
1845 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1848 }
1849
1850 decrease_ob (tmp);
1851 }
1852
1853 /**
1854 * Handles applying a spell scroll.
1855 */
1856 void
1857 apply_scroll (object *op, object *tmp, int dir)
1858 {
1859 object *skop;
1860
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1864 return;
1865 }
1866
1867 if (!tmp->inv || tmp->inv->type != SPELL)
1868 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1870 return;
1871 }
1872
1873 if (op->type == PLAYER)
1874 {
1875 /* players need a literacy skill to read stuff! */
1876 int exp_gain = 0;
1877
1878 /* hard code literacy - tmp->skill points to where the exp
1879 * should go for anything killed by the spell.
1880 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882
1883 if (!skop)
1884 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1886 return;
1887 }
1888
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0);
1891 }
1892
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp);
1895
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1897
1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp);
1900 }
1901
1902 /**
1903 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure
1905 * chest.
1906 */
1907 static void
1908 apply_treasure (object *op, object *tmp)
1909 {
1910 /* Nice side effect of new treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better
1914 * treasure
1915 */
1916 object *treas = tmp->inv;
1917
1918 if (!treas)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1921 decrease_ob (tmp);
1922 return;
1923 }
1924
1925 while (tmp->inv)
1926 {
1927 treas = tmp->inv;
1928
1929 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931
1932 treas->x = op->x;
1933 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op);
1938
1939 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed
1943 */
1944 if (op->destroyed () || tmp->destroyed ())
1945 break;
1946 }
1947
1948 if (!tmp->destroyed () && tmp->inv == NULL)
1949 decrease_ob (tmp);
1950
1951 }
1952
1953 /**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957 static void
1958 apply_food (object *op, object *tmp)
1959 {
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1976 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1978 }
1979
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 {
1982 char buf[MAX_BUF];
1983
1984 if (!is_dragon_pl (op))
1985 {
1986 /* eating message for normal players */
1987 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1989 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 }
1992 else
1993 {
1994 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1996 }
1997
1998 new_draw_info (NDI_UNIQUE, 0, op, buf);
1999 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50;
2003 else
2004 op->stats.hp += tmp->stats.food / 50;
2005 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999)
2008 op->stats.food = 999;
2009 }
2010
2011 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp);
2014 }
2015 }
2016 handle_apply_yield (tmp);
2017 decrease_ob (tmp);
2018 }
2019
2020 /**
2021 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved.
2023 *
2024 * attributes:
2025 * object *op the object (dragon player) eating the flesh
2026 * object *meal the flesh item, getting chewed in dragon's mouth
2027 * return:
2028 * int 1 if eating successful, 0 if it doesn't work
2029 */
2030 int
2031 dragon_eat_flesh (object *op, object *meal)
2032 {
2033 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */
2036
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2043 int winners = 0; /* number of winners */
2044 int i; /* index */
2045
2046 /* let's make sure and doublecheck the parameters */
2047 if (meal->type != FLESH || !is_dragon_pl (op))
2048 return 0;
2049
2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2051 from the player's inventory */
2052 shstr_cmp dragon_ability_force ("dragon_ability_force");
2053 shstr_cmp dragon_skin_force ("dragon_skin_force");
2054
2055 for (tmp = op->inv; tmp; tmp = tmp->below)
2056 if (tmp->type == FORCE)
2057 if (tmp->arch->archname == dragon_skin_force)
2058 skin = tmp;
2059 else if (tmp->arch->archname == dragon_ability_force)
2060 abil = tmp;
2061
2062 /* if either skin or ability are missing, this is an old player
2063 which is not to be considered a dragon -> bail out */
2064 if (skin == NULL || abil == NULL)
2065 return 0;
2066
2067 /* now start by filling stomache and health, according to food-value */
2068 if ((999 - op->stats.food) < meal->stats.food)
2069 op->stats.hp += (999 - op->stats.food) / 50;
2070 else
2071 op->stats.hp += meal->stats.food / 50;
2072 if (op->stats.hp > op->stats.maxhp)
2073 op->stats.hp = op->stats.maxhp;
2074
2075 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2076
2077 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2078
2079 /* on to the interesting part: chances for adding resistance */
2080 for (i = 0; i < NROFATTACKS; i++)
2081 {
2082 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2083 {
2084 /* got positive resistance, now calculate improvement chance (0-100) */
2085
2086 /* this bonus makes resistance increase easier at lower levels */
2087 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2088 if (i == abil->stats.exp)
2089 bonus += 5; /* additional bonus for resistance of ability-focus */
2090
2091 /* monster bonus increases with level, because high-level
2092 flesh is too rare */
2093 mbonus = op->level * 20. / ((double) settings.max_level);
2094
2095 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2096 ((double) settings.max_level)) - skin->resist[i];
2097
2098 if (chance >= 0.)
2099 chance += 1.;
2100 else
2101 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2102
2103 /* chance is proportional to amount of resistance (max. 50) */
2104 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2105
2106 /* doubled chance for resistance of ability-focus */
2107 if (i == abil->stats.exp)
2108 chance = MIN (100., chance * 2.);
2109
2110 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2111 if (rndm (10000) < (unsigned int) (chance * 100))
2112 {
2113 atnr_winner[winners] = i;
2114 winners++;
2115 }
2116
2117 if (chance >= 0.01)
2118 totalchance *= 1 - chance / 100;
2119
2120 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2121 }
2122 }
2123
2124 /* inverse totalchance as until now we have the failure-chance */
2125 totalchance = 100 - totalchance * 100;
2126 /* print message according to totalchance */
2127 if (totalchance > 50.)
2128 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2129 else if (totalchance > 10.)
2130 sprintf (buf, "The %s tasted very good.", &meal->name);
2131 else if (totalchance > 1.)
2132 sprintf (buf, "The %s tasted good.", &meal->name);
2133 else if (totalchance > 0.1)
2134 sprintf (buf, "The %s tasted bland.", &meal->name);
2135 else if (totalchance >= 0.01)
2136 sprintf (buf, "The %s had a boring taste.", &meal->name);
2137 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2138 sprintf (buf, "The %s tasted strange.", &meal->name);
2139 else
2140 sprintf (buf, "The %s had no taste.", &meal->name);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142
2143 /* now choose a winner if we have any */
2144 i = -1;
2145 if (winners > 0)
2146 i = atnr_winner[RANDOM () % winners];
2147
2148 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2149 {
2150 /* resistance increased! */
2151 skin->resist[i]++;
2152 op->update_stats ();
2153
2154 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2155 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2156 }
2157
2158 /* if this flesh contains a new ability focus, we mark it
2159 into the ability_force and it will take effect on next level */
2160 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2161 {
2162 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2163
2164 if (meal->last_eat != abil->stats.exp)
2165 {
2166 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2167 new_draw_info (NDI_UNIQUE, 0, op, buf);
2168 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2169 new_draw_info (NDI_UNIQUE, 0, op, buf);
2170 }
2171 else
2172 {
2173 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2174 new_draw_info (NDI_UNIQUE, 0, op, buf);
2175 abil->last_eat = 0;
2176 }
2177 }
2178 return 1;
2179 }
2180
2181 /**
2182 * Handles applying an improve armor scroll.
2183 * Does some sanity checks, then calls improve_armour.
2184 */
2185 static void
2186 apply_armour_improver (object *op, object *tmp)
2187 {
2188 object *armor;
2189
2190 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2191 {
2192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2193 return;
2194 }
2195
2196 armor = find_marked_object (op);
2197
2198 if (!armor)
2199 {
2200 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2201 return;
2202 }
2203
2204 if (armor->type != ARMOUR
2205 && armor->type != CLOAK
2206 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2207 {
2208 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2209 return;
2210 }
2211
2212 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2213 improve_armour (op, tmp, armor);
2214 }
2215
2216 extern void
2217 apply_poison (object *op, object *tmp)
2218 {
2219 if (op->type == PLAYER)
2220 {
2221 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2222 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2223 strcpy (op->contr->killer, "poisonous booze");
2224 }
2225 if (tmp->stats.hp > 0)
2226 {
2227 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2229 }
2230 op->stats.food -= op->stats.food / 4;
2231 handle_apply_yield (tmp);
2232 decrease_ob (tmp);
2233 }
2234
2235 /**
2236 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2237 * A valid 2 way exit means:
2238 * -You can come back (there is another exit at the other side)
2239 * -You are
2240 * ° the owner of the exit
2241 * ° or in the same party as the owner
2242 *
2243 * Note: a owner in a 2 way exit is saved as the owner's name
2244 * in the field exit->name cause the field exit->owner doesn't
2245 * survive in the swapping (in fact the whole exit doesn't survive).
2246 */
2247 int
2248 is_legal_2ways_exit (object *op, object *exit)
2249 {
2250 if (exit->stats.exp != 1)
2251 return 1; /*This is not a 2 way, so it is legal */
2252
2253 #if 0 //TODO
2254 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2255 return 0; /* This is a reset town portal */
2256 #endif
2257
2258 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2259
2260 if (exitmap)
2261 {
2262 exitmap->load_sync ();
2263
2264 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2265
2266 if (!tmp)
2267 return 0;
2268
2269 for (; tmp; tmp = tmp->above)
2270 {
2271 if (tmp->type != EXIT)
2272 continue; /*Not an exit */
2273
2274 if (!EXIT_PATH (tmp))
2275 continue; /*Not a valid exit */
2276
2277 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2278 continue; /*Not in the same place */
2279
2280 if (exit->map->path != EXIT_PATH (tmp))
2281 continue; /*Not in the same map */
2282
2283 /* From here we have found the exit is valid. However we do
2284 * here the check of the exit owner. It is important for the
2285 * town portals to prevent strangers from visiting your appartments
2286 */
2287 if (!exit->race)
2288 return 1; /*No owner, free for all! */
2289
2290 object *exit_owner = 0;
2291
2292 for_all_players (pp)
2293 {
2294 if (!pp->ob)
2295 continue;
2296
2297 if (pp->ob->name != exit->race)
2298 continue;
2299
2300 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2301 break;
2302 }
2303
2304 if (!exit_owner)
2305 return 0; /* No more owner */
2306
2307 if (exit_owner->contr == op->contr)
2308 return 1; /*It is your exit */
2309
2310 if (exit_owner && /*There is a owner */
2311 (op->contr) && /*A player tries to pass */
2312 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2313 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2314 return 0;
2315
2316 return 1;
2317 }
2318 }
2319
2320 return 0;
2321 }
2322
2323 /**
2324 * Main apply handler.
2325 *
2326 * Checks for unpaid items before applying.
2327 *
2328 * Return value:
2329 * 0: player or monster can't apply objects of that type
2330 * 1: has been applied, or there was an error applying the object
2331 * 2: objects of that type can't be applied if not in inventory
2332 *
2333 * op is the object that is causing object to be applied, tmp is the object
2334 * being applied.
2335 *
2336 * aflag is special (always apply/unapply) flags. Nothing is done with
2337 * them in this function - they are passed to apply_special
2338 */
2339 int
2340 manual_apply (object *op, object *tmp, int aflag)
2341 {
2342 if (tmp->head)
2343 tmp = tmp->head;
2344
2345 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2346 {
2347 if (op->type == PLAYER)
2348 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2350 return 1;
2351 }
2352 else
2353 return 0; /* monsters just skip unpaid items */
2354 }
2355
2356 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2357 return RESULT_INT (0);
2358
2359 switch (tmp->type)
2360 {
2361 case CF_HANDLE:
2362 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2363 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2364 tmp->value = tmp->value ? 0 : 1;
2365 SET_ANIMATION (tmp, tmp->value);
2366 update_object (tmp, UP_OBJ_FACE);
2367 push_button (tmp);
2368 return 1;
2369
2370 case TRIGGER:
2371 if (check_trigger (tmp, op))
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2374 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2375 }
2376 else
2377 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2378
2379 return 1;
2380
2381 case EXIT:
2382 if (op->type != PLAYER)
2383 return 0;
2384
2385 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2386 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2387 else
2388 {
2389 /* Don't display messages for random maps. */
2390 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2391 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2392
2393 op->enter_exit (tmp);
2394 }
2395
2396 return 1;
2397
2398 case SIGN:
2399 apply_sign (op, tmp, 0);
2400 return 1;
2401
2402 case BOOK:
2403 if (op->type == PLAYER)
2404 {
2405 apply_book (op, tmp);
2406 return 1;
2407 }
2408 else
2409 return 0;
2410
2411 case SKILLSCROLL:
2412 if (op->type == PLAYER)
2413 {
2414 apply_skillscroll (op, tmp);
2415 return 1;
2416 }
2417 else
2418 return 0;
2419
2420 case SPELLBOOK:
2421 if (op->type == PLAYER)
2422 {
2423 apply_spellbook (op, tmp);
2424 return 1;
2425 }
2426 else
2427 return 0;
2428
2429 case SCROLL:
2430 apply_scroll (op, tmp, 0);
2431 return 1;
2432
2433 case POTION:
2434 apply_potion (op, tmp);
2435 return 1;
2436
2437 /* Eneq(@csd.uu.se): Handle apply on containers. */
2438 //TODO: remove, as it is unsed?
2439 case CLOSE_CON:
2440 apply_container (op, tmp->env);
2441 return 1;
2442
2443 case CONTAINER:
2444 apply_container (op, tmp);
2445 return 1;
2446
2447 case TREASURE:
2448 if (op->type == PLAYER)
2449 {
2450 apply_treasure (op, tmp);
2451 return 1;
2452 }
2453 else
2454 return 0;
2455
2456 case WEAPON:
2457 case ARMOUR:
2458 case BOOTS:
2459 case GLOVES:
2460 case AMULET:
2461 case GIRDLE:
2462 case BRACERS:
2463 case SHIELD:
2464 case HELMET:
2465 case RING:
2466 case CLOAK:
2467 case WAND:
2468 case ROD:
2469 case HORN:
2470 case SKILL:
2471 case BOW:
2472 case LAMP:
2473 case BUILDER:
2474 case SKILL_TOOL:
2475 if (tmp->env != op)
2476 return 2; /* not in inventory */
2477
2478 apply_special (op, tmp, aflag);
2479 return 1;
2480
2481 case DRINK:
2482 case FOOD:
2483 case FLESH:
2484 apply_food (op, tmp);
2485 return 1;
2486
2487 case POISON:
2488 apply_poison (op, tmp);
2489 return 1;
2490
2491 case SAVEBED:
2492 return 1;
2493
2494 case ARMOUR_IMPROVER:
2495 if (op->type == PLAYER)
2496 {
2497 apply_armour_improver (op, tmp);
2498 return 1;
2499 }
2500 else
2501 return 0;
2502
2503 case WEAPON_IMPROVER:
2504 check_improve_weapon (op, tmp);
2505 return 1;
2506
2507 case CLOCK:
2508 if (op->type == PLAYER)
2509 {
2510 char buf[MAX_BUF];
2511 timeofday_t tod;
2512
2513 get_tod (&tod);
2514 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2515 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2516 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2517 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2518 new_draw_info (NDI_UNIQUE, 0, op, buf);
2519 return 1;
2520 }
2521 else
2522 return 0;
2523
2524 case MENU:
2525 if (op->type == PLAYER)
2526 {
2527 shop_listing (tmp, op);
2528 return 1;
2529 }
2530 else
2531 return 0;
2532
2533 case POWER_CRYSTAL:
2534 apply_power_crystal (op, tmp); /* see egoitem.c */
2535 return 1;
2536
2537 case LIGHTER: /* for lighting torches/lanterns/etc */
2538 if (op->type == PLAYER)
2539 {
2540 apply_lighter (op, tmp);
2541 return 1;
2542 }
2543 else
2544 return 0;
2545
2546 case ITEM_TRANSFORMER:
2547 apply_item_transformer (op, tmp);
2548 return 1;
2549
2550 default:
2551 return 0;
2552 }
2553 }
2554
2555
2556 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2557 * messages as needed by player_apply_below(). But there can still be
2558 * "but you are floating high above the ground" messages.
2559 *
2560 * Same return value as apply() function.
2561 */
2562 int
2563 player_apply (object *pl, object *op, int aflag, int quiet)
2564 {
2565 int tmp;
2566
2567 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2568 {
2569 /* player is flying and applying object not in inventory */
2570 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2571 {
2572 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2573 return 0;
2574 }
2575 }
2576
2577 pl->contr->last_used = op;
2578
2579 tmp = manual_apply (pl, op, aflag);
2580 if (!quiet)
2581 {
2582 if (tmp == 0)
2583 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2584 else if (tmp == 2)
2585 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2586 }
2587 return tmp;
2588 }
2589
2590 /**
2591 * player_apply_below attempts to apply the object 'below' the player.
2592 * If the player has an open container, we use that for below, otherwise
2593 * we use the ground.
2594 */
2595 void
2596 player_apply_below (object *pl)
2597 {
2598 int floors = 0;
2599
2600 /* If using a container, set the starting item to be the top
2601 * item in the container. Otherwise, use the map.
2602 * This is perhaps more complicated. However, I want to make sure that
2603 * we don't use a corrupt pointer for the next object, so we get the
2604 * next object in the stack before applying. This is can only be a
2605 * problem if player_apply() has a bug in that it uses the object but does
2606 * not return a proper value.
2607 */
2608 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2609 {
2610 next = tmp->below;
2611
2612 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2613 floors++;
2614 else if (floors > 0)
2615 return; /* process only floor objects after first floor object */
2616
2617 /* If it is visible, player can apply it. If it is applied by
2618 * person moving on it, also activate. Added code to make it
2619 * so that at least one of players movement types be that which
2620 * the item needs.
2621 */
2622 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2623 {
2624 if (player_apply (pl, tmp, 0, 1) == 1)
2625 return;
2626 }
2627 if (floors >= 2)
2628 return; /* process at most two floor objects */
2629 }
2630 }
2631
2632 /**
2633 * Unapplies specified item.
2634 * No check done on cursed/damned.
2635 * Break this out of apply_special - this is just done
2636 * to keep the size of apply_special to a more managable size.
2637 */
2638 static int
2639 unapply_special (object *who, object *op, int aflags)
2640 {
2641 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2642 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2643 return RESULT_INT (0);
2644
2645 CLEAR_FLAG (op, FLAG_APPLIED);
2646
2647 switch (op->type)
2648 {
2649 case SKILL_TOOL:
2650 // unapplying a skill tool should also unapply the skill it governs
2651 // but this is hard, as it shouldn't do so when the skill can
2652 // be used for other reasons
2653 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2654 if (tmp->skill == op->skill
2655 && tmp->type == SKILL
2656 && tmp->flag [FLAG_APPLIED]
2657 && !tmp->flag [FLAG_CAN_USE_SKILL])
2658 unapply_special (who, tmp, 0);
2659
2660 change_abil (who, op);
2661 break;
2662
2663 case WEAPON:
2664 if (player *pl = who->contr)
2665 if (op == pl->combat_ob)
2666 {
2667 pl->combat_ob = 0;
2668 who->change_weapon (pl->ranged_ob);
2669 }
2670
2671 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2672
2673 change_abil (who, op);
2674 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2675 break;
2676
2677 case SKILL:
2678 if (who->contr)
2679 {
2680 if (!op->invisible)
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2682 else
2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2684 }
2685
2686 change_abil (who, op);
2687 CLEAR_FLAG (who, FLAG_READY_SKILL);
2688 break;
2689
2690 case ARMOUR:
2691 case HELMET:
2692 case SHIELD:
2693 case RING:
2694 case BOOTS:
2695 case GLOVES:
2696 case AMULET:
2697 case GIRDLE:
2698 case BRACERS:
2699 case CLOAK:
2700 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2701 change_abil (who, op);
2702 break;
2703
2704 case LAMP:
2705 {
2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2707
2708 object *tmp2 = arch_to_object (op->other_arch);
2709 tmp2->x = op->x;
2710 tmp2->y = op->y;
2711 tmp2->map = op->map;
2712 tmp2->below = op->below;
2713 tmp2->above = op->above;
2714 tmp2->stats.food = op->stats.food;
2715 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2716
2717 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2718 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2719
2720 if (who->contr)
2721 esrv_del_item (who->contr, op->count);
2722
2723 op->destroy ();
2724 insert_ob_in_ob (tmp2, who);
2725 who->update_stats ();
2726
2727 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2728 {
2729 if (who->contr)
2730 {
2731 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2732 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2733 }
2734 }
2735
2736 if (who->contr)
2737 esrv_send_item (who, tmp2);
2738 }
2739
2740 return 1; /* otherwise, an attempt to drop causes problems */
2741
2742 case BOW:
2743 case WAND:
2744 case ROD:
2745 case HORN:
2746 if (player *pl = who->contr)
2747 {
2748 if (op == pl->ranged_ob)
2749 {
2750 pl->ranged_ob = 0;
2751 who->change_weapon (pl->combat_ob);
2752 }
2753
2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2755 }
2756 else
2757 {
2758 who->change_skill (0);
2759
2760 if (op->type == BOW)
2761 CLEAR_FLAG (who, FLAG_READY_BOW);
2762 else
2763 CLEAR_FLAG (who, FLAG_READY_RANGE);
2764 }
2765
2766 break;
2767
2768 case BUILDER:
2769 if (who->contr)
2770 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2771 break;
2772
2773 default:
2774 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2775 break;
2776 }
2777
2778 who->update_stats ();
2779
2780 if (!(aflags & AP_NO_MERGE))
2781 {
2782 object *tmp = merge_ob (op, 0);
2783
2784 if (who->contr)
2785 {
2786 if (tmp)
2787 { /* it was merged */
2788 esrv_del_item (who->contr, op->count);
2789 op = tmp;
2790 }
2791
2792 esrv_send_item (who, op);
2793 }
2794 }
2795
2796 return 0;
2797 }
2798
2799 /**
2800 * Returns the object that is using location 'loc'.
2801 * Note that 'start' is the first object to start examing - we
2802 * then go through the below of this. In this way, you can do
2803 * something like:
2804 * tmp = get_next_item_from_body_location(who->inv, 1);
2805 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2806 * to find the second object that may use this location, etc.
2807 * Returns NULL if no match is found.
2808 * loc is the index into the array we are looking for a match.
2809 * don't return invisible objects unless they are skill objects
2810 * invisible other objects that use
2811 * up body locations can be used as restrictions.
2812 */
2813 static object *
2814 get_next_item_from_body_location (int loc, object *start)
2815 {
2816 for (object *tmp = start; tmp; tmp = tmp->below)
2817 if (tmp->flag [FLAG_APPLIED]
2818 && tmp->slot[loc].info
2819 && (!tmp->invisible || tmp->type == SKILL))
2820 return tmp;
2821
2822 return 0;
2823 }
2824
2825 /**
2826 * 'op' wants to apply an object, but can't because of other equipment.
2827 * This should only be called when it is known
2828 * that there are objects to unapply. This makes pretty heavy
2829 * use of get_item_from_body_location. It makes no intelligent choice
2830 * on objects - rather, the first that is matched is used.
2831 * Returns 0 on success, returns 1 if there is some problem.
2832 * if aflags is AP_PRINT, we instead print out waht to unapply
2833 * instead of doing it. This is a lot less code than having
2834 * another function that does just that.
2835 */
2836 int
2837 unapply_for_ob (object *who, object *op, int aflags)
2838 {
2839 if (op->is_range ())
2840 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2842 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2843 {
2844 if (aflags & AP_PRINT)
2845 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2846 else
2847 unapply_special (who, tmp, aflags);
2848 }
2849 else
2850 {
2851 /* In this case, we want to try and remove a cursed item.
2852 * While we know it won't work, we want unapply_special to
2853 * at least generate the message.
2854 */
2855 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2856 return 1;
2857 }
2858
2859 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2860 {
2861 /* this used up a slot that we need to free */
2862 if (op->slot[i].info)
2863 {
2864 object *last = who->inv;
2865
2866 /* We do a while loop - may need to remove several items in order
2867 * to free up enough slots.
2868 */
2869 while ((who->slot[i].used + op->slot[i].info) < 0)
2870 {
2871 object *tmp = get_next_item_from_body_location (i, last);
2872
2873 if (!tmp)
2874 {
2875 #if 0
2876 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped.
2878 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880 #endif
2881 return 1;
2882 }
2883
2884 /* If we are just printing, we don't care about cursed status */
2885 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2886 {
2887 if (aflags & AP_PRINT)
2888 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2889 else
2890 unapply_special (who, tmp, aflags);
2891 }
2892 else
2893 {
2894 /* Cursed item that we can't unequip - tell the player.
2895 * Note this could be annoying if this is just one of a few,
2896 * so it may not be critical (eg, putting on a ring and you have
2897 * one cursed ring.)
2898 */
2899 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2900 }
2901
2902 last = tmp->below;
2903 }
2904 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2905 * return in the !tmp would have kicked in.
2906 */
2907 } /* if op is using this body location */
2908 } /* for body lcoations */
2909
2910 return 0;
2911 }
2912
2913 /**
2914 * Checks to see if 'who' can apply object 'op'.
2915 * Returns 0 if apply can be done without anything special.
2916 * Otherwise returns a bitmask - potentially several of these may be
2917 * set, but largely depends on circumstance - in the future, processing
2918 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2919 * is set, do we really care what the other flags may be?)
2920 *
2921 * See include/define.h for detailed description of the meaning of
2922 * these return values.
2923 */
2924 int
2925 can_apply_object (object *who, object *op)
2926 {
2927 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2928 return RESULT_INT (0);
2929
2930 int retval = 0;
2931 object *tmp = 0, *ws = 0;
2932
2933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2934 {
2935 if (op->slot[i].info)
2936 {
2937 /* Item uses more slots than we have */
2938 if (who->slot[i].info + op->slot [i].info < 0)
2939 {
2940 /* Could return now for efficiency - rest of info below isn't
2941 * really needed.
2942 */
2943 retval |= CAN_APPLY_NEVER;
2944 }
2945 else if (who->slot[i].used + op->slot[i].info < 0)
2946 {
2947 /* in this case, equipping this would use more free spots than
2948 * we have.
2949 */
2950
2951 /* if we have an applied weapon/shield, and unapply it would free
2952 * enough slots to equip the new item, then just set "can
2953 * apply unapply". We don't care about the logic below - if you have a
2954 * shield equipped and try to equip another shield, there is only
2955 * one choice. However, the check for the number of body locations
2956 * does take into the account cases where what is being applied
2957 * may be two handed for example.
2958 */
2959 if (ws)
2960 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2961 {
2962 retval |= CAN_APPLY_UNAPPLY;
2963 continue;
2964 }
2965
2966 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2967 if (!tmp1)
2968 {
2969 #if 0
2970 /* This is sort of an error, but happens a lot when old players
2971 * join in with more stuff equipped than they are now allowed.
2972 */
2973 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2974 #endif
2975 retval |= CAN_APPLY_NEVER;
2976 }
2977 else
2978 {
2979 /* need to unapply something. However, if this something
2980 * is different than we had found before, it means they need
2981 * to apply multiple objects
2982 */
2983 retval |= CAN_APPLY_UNAPPLY;
2984
2985 if (!tmp)
2986 tmp = tmp1;
2987 else if (tmp != tmp1)
2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2989
2990 /* This object isn't using up all the slots, so there must
2991 * be another. If so, and it the new item doesn't need all
2992 * the slots, the player then has a choice.
2993 */
2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2995 && abs (op->slot[i].info) < who->slot[i].info)
2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2997
2998 /* Does unequippint 'tmp1' free up enough slots for this to be
2999 * equipped? If not, there must be something else to unapply.
3000 */
3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3003 }
3004 } /* if not enough free slots */
3005 } /* if this object uses location i */
3006 } /* for i -> num_body_locations loop */
3007
3008 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3009 * really be controlled by use of body locations. We do have
3010 * the weapon/shield checks, and the range checks for monsters,
3011 * because you can't control those just by body location - bows, shields,
3012 * and weapons all use the same slot. Similar for horn/rod/wand - they
3013 * all use the same location.
3014 */
3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3016 retval |= CAN_APPLY_RESTRICTION;
3017
3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3019 retval |= CAN_APPLY_RESTRICTION;
3020
3021 if (who->type != PLAYER)
3022 {
3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3024 retval |= CAN_APPLY_RESTRICTION;
3025
3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3027 retval |= CAN_APPLY_RESTRICTION;
3028
3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3030 retval |= CAN_APPLY_RESTRICTION;
3031
3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3033 retval |= CAN_APPLY_RESTRICTION;
3034 }
3035
3036 return retval;
3037 }
3038
3039 /**
3040 * who is the object using the object. It can be a monster.
3041 * op is the object they are using. op is an equipment type item,
3042 * eg, one which you put on and keep on for a while, and not something
3043 * like a potion or scroll.
3044 *
3045 * function returns 1 if the action could not be completed, 0 on
3046 * success. However, success is a matter of meaning - if the
3047 * user passes the 'apply' flag to an object already applied,
3048 * nothing is done, and 0 is returned.
3049 *
3050 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3051 * AP_UNAPPLY=always unapply).
3052 *
3053 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items
3056 * AP_NO_READY: do not ready skills when applying skill tools
3057 *
3058 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3059 *
3060 * apply_special() doesn't check for unpaid items.
3061 */
3062 int
3063 apply_special (object *who, object *op, int aflags)
3064 {
3065 int basic_flag = aflags & AP_BASIC_FLAGS;
3066 object *tmp, *tmp2, *skop = NULL;
3067
3068 if (who == NULL)
3069 {
3070 LOG (llevError, "apply_special() from object without environment.\n");
3071 return 1;
3072 }
3073
3074 if (op->env != who)
3075 return 1; /* op is not in inventory */
3076
3077 /* trying to unequip op */
3078 if (QUERY_FLAG (op, FLAG_APPLIED))
3079 {
3080 /* always apply, so no reason to unapply */
3081 if (basic_flag == AP_APPLY)
3082 return 0;
3083
3084 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3085 {
3086 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3087 return 1;
3088 }
3089
3090 return unapply_special (who, op, aflags);
3091 }
3092
3093 if (basic_flag == AP_UNAPPLY)
3094 return 0;
3095
3096 // if the item is combat/ranged, wield the relevant slot first
3097 // to resolve conflicts.
3098 if (player *pl = who->contr)
3099 switch (op->slottype ())
3100 {
3101 case slot_combat: who->change_weapon (pl->combat_ob); break;
3102 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3103 }
3104
3105 splay (op);
3106
3107 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op))
3109 {
3110 if (i & CAN_APPLY_NEVER)
3111 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3113 return 1;
3114 }
3115 else if (i & CAN_APPLY_RESTRICTION)
3116 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3118 return 1;
3119 }
3120
3121 if (who->type != PLAYER)
3122 {
3123 /* Some error, so don't try to equip something more */
3124 if (unapply_for_ob (who, op, aflags))
3125 return 1;
3126 }
3127 else
3128 {
3129 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3130 {
3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3132 unapply_for_ob (who, op, AP_PRINT);
3133 return 1;
3134 }
3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3136 if (unapply_for_ob (who, op, aflags))
3137 return 1;
3138 }
3139 }
3140
3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3142 {
3143 skop = find_skill_by_name (who, op->skill);
3144
3145 if (!skop)
3146 {
3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3148 return 1;
3149 }
3150 else
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 who->change_skill (skop);
3155 }
3156
3157 if (who->type == PLAYER
3158 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 {
3161 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! "
3163 "[use the skills command to check your available item power]");
3164 return 1;
3165 }
3166
3167 /* Ok. We are now at the state where we can apply the new object.
3168 * Note that we don't have the checks for can_use_...
3169 * below - that is already taken care of by can_apply_object.
3170 */
3171 if (op->nrof > 1)
3172 tmp = get_split_ob (op, op->nrof - 1);
3173 else
3174 tmp = 0;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3177 return RESULT_INT (0);
3178
3179 switch (op->type)
3180 {
3181 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat))
3183 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3185 "It would consume your soul!.");
3186
3187 if (tmp)
3188 insert_ob_in_ob (tmp, who);
3189
3190 return 1;
3191 }
3192
3193 //TODO: this obviously fails for players using a shorter prefix
3194 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 {
3197 /* if the weapon does not have the name as the character, can't use it. */
3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3200
3201 if (tmp)
3202 insert_ob_in_ob (tmp, who);
3203
3204 return 1;
3205 }
3206
3207 if (!skop)
3208 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3210 return 1;
3211 }
3212
3213 SET_FLAG (op, FLAG_APPLIED);
3214 who->change_skill (skop);
3215
3216 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 SET_FLAG (who, FLAG_READY_WEAPON);
3222 change_abil (who, op);
3223 break;
3224
3225 case ARMOUR:
3226 case HELMET:
3227 case SHIELD:
3228 case BOOTS:
3229 case GLOVES:
3230 case GIRDLE:
3231 case BRACERS:
3232 case CLOAK:
3233 case RING:
3234 case AMULET:
3235 SET_FLAG (op, FLAG_APPLIED);
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3237 change_abil (who, op);
3238 break;
3239
3240 case LAMP:
3241 if (op->stats.food < 1)
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3244 return 1;
3245 }
3246
3247 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3248 tmp2 = arch_to_object (op->other_arch);
3249 tmp2->stats.food = op->stats.food;
3250 SET_FLAG (tmp2, FLAG_APPLIED);
3251
3252 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3253 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3254
3255 insert_ob_in_ob (tmp2, who);
3256
3257 /* Remove the old lantern */
3258 if (who->type == PLAYER)
3259 esrv_del_item (who->contr, op->count);
3260
3261 op->destroy ();
3262
3263 /* insert the portion that was split off */
3264 if (tmp)
3265 {
3266 insert_ob_in_ob (tmp, who);
3267 if (who->type == PLAYER)
3268 esrv_send_item (who, tmp);
3269 }
3270
3271 who->update_stats ();
3272
3273 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3274 if (who->type == PLAYER)
3275 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 }
3279
3280 if (who->type == PLAYER)
3281 esrv_send_item (who, tmp2);
3282
3283 return 0;
3284
3285 case SKILL_TOOL:
3286 // applying a skill tool also readies the skill
3287 SET_FLAG (op, FLAG_APPLIED);
3288
3289 if (!(aflags & AP_NO_READY))
3290 {
3291 skop = find_skill_by_name (who, op->skill);
3292 if (!skop->flag [FLAG_APPLIED])
3293 apply_special (who, skop, AP_APPLY);
3294 }
3295 break;
3296
3297 case SKILL:
3298 if (player *pl = who->contr)
3299 {
3300 if (IS_COMBAT_SKILL (op->subtype))
3301 {
3302 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3303 {
3304 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3306 {
3307 if (item->skill == op->skill)
3308 {
3309 who->change_weapon (pl->combat_ob = item);
3310 goto found_weapon;
3311 }
3312 }
3313
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3315 return 1;
3316
3317 found_weapon:;
3318 }
3319 else
3320 who->change_weapon (pl->combat_ob = op);
3321 }
3322 else if (IS_RANGED_SKILL (op->subtype))
3323 {
3324 if (skill_flags [op->subtype] & SF_NEED_BOW)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == BOW && item->flag [FLAG_APPLIED])
3328 {
3329 //TODO: bows should/must all have skill missile weapon right now
3330 who->change_weapon (pl->ranged_ob = item);
3331 goto found_bow;
3332 }
3333
3334 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3335 return 1;
3336
3337 found_bow:;
3338 }
3339 else
3340 who->change_weapon (pl->ranged_ob = op);
3341 }
3342
3343 if (!op->invisible)
3344 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3347 }
3348 else
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3350 }
3351 else
3352 {
3353 SET_FLAG (op, FLAG_APPLIED);
3354 change_abil (who, op);
3355 who->chosen_skill = op;
3356 SET_FLAG (who, FLAG_READY_SKILL);
3357 }
3358
3359 break;
3360
3361 case BOW:
3362 if (!check_weapon_power (who, op->last_eat))
3363 {
3364 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3365 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3366
3367 if (tmp)
3368 insert_ob_in_ob (tmp, who);
3369
3370 return 1;
3371 }
3372
3373 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3374 {
3375 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3376 if (tmp)
3377 insert_ob_in_ob (tmp, who);
3378
3379 return 1;
3380 }
3381
3382 /*FALLTHROUGH*/
3383 case WAND:
3384 case ROD:
3385 case HORN:
3386 /* check for skill, alter player status */
3387
3388 if (!skop)
3389 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3391 return 1;
3392 }
3393
3394 SET_FLAG (op, FLAG_APPLIED);
3395 who->change_skill (skop);
3396
3397 if (who->contr)
3398 {
3399 who->contr->ranged_ob = op;
3400
3401 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3402
3403 if (op->type == BOW)
3404 {
3405 who->current_weapon = op;
3406 change_abil (who, op);
3407 new_draw_info_format (NDI_UNIQUE, 0, who,
3408 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3409 }
3410 }
3411 else
3412 {
3413 if (op->type == BOW)
3414 SET_FLAG (who, FLAG_READY_BOW);
3415 else
3416 SET_FLAG (who, FLAG_READY_RANGE);
3417 }
3418
3419 break;
3420
3421 case BUILDER:
3422 if (who->type == PLAYER)
3423 {
3424 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3425 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3426 unapply_special (who, who->contr->ranged_ob, 0);
3427
3428 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3429
3430 who->contr->ranged_ob = op;
3431 }
3432 break;
3433
3434 default:
3435 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3436 } /* end of switch op->type */
3437
3438 SET_FLAG (op, FLAG_APPLIED);
3439
3440 if (tmp)
3441 tmp = insert_ob_in_ob (tmp, who);
3442
3443 who->update_stats ();
3444
3445 /* We exclude spell casting objects. The fire code will set the
3446 * been applied flag when they are used - until that point,
3447 * you don't know anything about them.
3448 */
3449 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3450 SET_FLAG (op, FLAG_BEEN_APPLIED);
3451
3452 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3453 {
3454 if (who->type == PLAYER)
3455 {
3456 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3457 SET_FLAG (op, FLAG_KNOWN_CURSED);
3458 }
3459 }
3460
3461 if (who->type == PLAYER)
3462 {
3463 /* if multiple objects were applied, update both slots */
3464 if (tmp)
3465 esrv_send_item (who, tmp);
3466
3467 esrv_send_item (who, op);
3468 }
3469
3470 return 0;
3471 }
3472
3473 int
3474 monster_apply_special (object *who, object *op, int aflags)
3475 {
3476 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3477 return 1;
3478 return apply_special (who, op, aflags);
3479 }
3480
3481 /**
3482 * Map was just loaded, handle op's initialisation.
3483 *
3484 * Generates shop floor's item, and treasures.
3485 */
3486 int
3487 auto_apply (object *op)
3488 {
3489 object *tmp = NULL, *tmp2;
3490 int i;
3491
3492 switch (op->type)
3493 {
3494 case SHOP_FLOOR:
3495 if (!op->has_random_items ())
3496 return 0;
3497
3498 do
3499 {
3500 i = 10; /* let's give it 10 tries */
3501 while ((tmp = generate_treasure (op->randomitems,
3502 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3503 if (tmp == NULL)
3504 return 0;
3505 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3506 {
3507 tmp->destroy ();
3508 tmp = NULL;
3509 }
3510 }
3511 while (!tmp);
3512
3513 tmp->x = op->x;
3514 tmp->y = op->y;
3515 SET_FLAG (tmp, FLAG_UNPAID);
3516 insert_ob_in_map (tmp, op->map, NULL, 0);
3517 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3518 identify (tmp);
3519 break;
3520
3521 case TREASURE:
3522 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3523 return 0;
3524
3525 while (op->stats.hp-- > 0)
3526 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3527 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3528
3529 /* If we generated an object and put it in this object inventory,
3530 * move it to the parent object as the current object is about
3531 * to disappear. An example of this item is the random_* stuff
3532 * that is put inside other objects.
3533 */
3534 for (tmp = op->inv; tmp; tmp = tmp2)
3535 {
3536 tmp2 = tmp->below;
3537 tmp->remove ();
3538
3539 if (op->env)
3540 insert_ob_in_ob (tmp, op->env);
3541 else
3542 tmp->destroy ();
3543 }
3544
3545 op->destroy ();
3546 break;
3547 }
3548 return tmp ? 1 : 0;
3549 }
3550
3551 /**
3552 * fix_auto_apply goes through the entire map every time a map
3553 * is loaded or swapped in and performs special actions for
3554 * certain objects (most initialization of chests and creation of
3555 * treasures and stuff). Calls auto_apply if appropriate.
3556 */
3557 void
3558 maptile::fix_auto_apply ()
3559 {
3560 if (!spaces)
3561 return;
3562
3563 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3564 for (object *tmp = ms->bot; tmp; )
3565 {
3566 object *above = tmp->above;
3567
3568 if (tmp->inv)
3569 {
3570 object *invtmp, *invnext;
3571
3572 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3573 {
3574 invnext = invtmp->below;
3575
3576 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3577 auto_apply (invtmp);
3578 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3579 {
3580 while ((invtmp->stats.hp--) > 0)
3581 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3582
3583 invtmp->randomitems = NULL;
3584 }
3585 else if (invtmp && invtmp->arch
3586 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3587 {
3588 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3589 /* Need to clear this so that we never try to create
3590 * treasure again for this object
3591 */
3592 invtmp->randomitems = NULL;
3593 }
3594 }
3595 /* This is really temporary - the code at the bottom will
3596 * also set randomitems to null. The problem is there are bunches
3597 * of maps/players already out there with items that have spells
3598 * which haven't had the randomitems set to null yet.
3599 * MSW 2004-05-13
3600 *
3601 * And if it's a spellbook, it's better to set randomitems to NULL too,
3602 * else you get two spells in the book ^_-
3603 * Ryo 2004-08-16
3604 */
3605 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3606 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3607 tmp->randomitems = NULL;
3608
3609 }
3610
3611 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3612 auto_apply (tmp);
3613 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3614 {
3615 while ((tmp->stats.hp--) > 0)
3616 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3617 tmp->randomitems = NULL;
3618 }
3619 else if (tmp->type == TIMED_GATE)
3620 {
3621 object *head = tmp->head != NULL ? tmp->head : tmp;
3622
3623 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3624 tmp->set_speed (0);
3625 }
3626 /* This function can be called everytime a map is loaded, even when
3627 * swapping back in. As such, we don't want to create the treasure
3628 * over and ove again, so after we generate the treasure, blank out
3629 * randomitems so if it is swapped in again, it won't make anything.
3630 * This is a problem for the above objects, because they have counters
3631 * which say how many times to make the treasure.
3632 */
3633 else if (tmp && tmp->arch && tmp->type != PLAYER
3634 && tmp->type != TREASURE && tmp->type != SPELL
3635 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3636 {
3637 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3638 tmp->randomitems = NULL;
3639 }
3640
3641 // close all containers
3642 else if (tmp->type == CONTAINER)
3643 tmp->flag [FLAG_APPLIED] = 0;
3644
3645 tmp = above;
3646 }
3647
3648 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3649 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3650 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3651 check_trigger (tmp, tmp->above);
3652 }
3653
3654 /**
3655 * Handles player eating food that temporarily changes status (resistances, stats).
3656 * This used to call cast_change_attr(), but
3657 * that doesn't work with the new spell code. Since we know what
3658 * the food changes, just grab a force and use that instead.
3659 */
3660 void
3661 eat_special_food (object *who, object *food)
3662 {
3663 object *force;
3664 int i, did_one = 0;
3665
3666 force = get_archetype (FORCE_NAME);
3667
3668 for (i = 0; i < NUM_STATS; i++)
3669 if (sint8 k = food->stats.stat (i))
3670 {
3671 force->stats.stat (i) = k;
3672 did_one = 1;
3673 }
3674
3675 /* check if we can protect the eater */
3676 for (i = 0; i < NROFATTACKS; i++)
3677 {
3678 if (food->resist[i] > 0)
3679 {
3680 force->resist[i] = food->resist[i] / 2;
3681 did_one = 1;
3682 }
3683 }
3684
3685 if (did_one)
3686 {
3687 force->set_speed (0.1);
3688 /* bigger morsel of food = longer effect time */
3689 force->duration = food->stats.food / 5;
3690 SET_FLAG (force, FLAG_APPLIED);
3691 change_abil (who, force);
3692 insert_ob_in_ob (force, who);
3693 }
3694 else
3695 force->destroy ();
3696
3697 /* check for hp, sp change */
3698 if (food->stats.hp != 0)
3699 {
3700 if (QUERY_FLAG (food, FLAG_CURSED))
3701 {
3702 assign (who->contr->killer, food->name);
3703 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3704 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3705 }
3706 else
3707 {
3708 if (food->stats.hp > 0)
3709 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3710 else
3711 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3712 who->stats.hp += food->stats.hp;
3713 }
3714 }
3715 if (food->stats.sp != 0)
3716 {
3717 if (QUERY_FLAG (food, FLAG_CURSED))
3718 {
3719 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3720 who->stats.sp -= food->stats.sp;
3721 if (who->stats.sp < 0)
3722 who->stats.sp = 0;
3723 }
3724 else
3725 {
3726 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3727 who->stats.sp += food->stats.sp;
3728 /* place limit on max sp from food? */
3729 }
3730 }
3731 who->update_stats ();
3732 }
3733
3734 /**
3735 * Designed primarily to light torches/lanterns/etc.
3736 * Also burns up burnable material too. First object in the inventory is
3737 * the selected object to "burn". -b.t.
3738 */
3739 void
3740 apply_lighter (object *who, object *lighter)
3741 {
3742 object *item;
3743 int is_player_env = 0;
3744
3745 item = find_marked_object (who);
3746 if (item)
3747 {
3748 if (lighter->last_eat && lighter->stats.food)
3749 { /* lighter gets used up */
3750 /* Split multiple lighters if they're being used up. Otherwise *
3751 * one charge from each would be used up. --DAMN */
3752 if (lighter->nrof > 1)
3753 {
3754 object *oneLighter = lighter->clone ();
3755
3756 lighter->nrof -= 1;
3757 oneLighter->nrof = 1;
3758 oneLighter->stats.food--;
3759 esrv_send_item (who, lighter);
3760 oneLighter = insert_ob_in_ob (oneLighter, who);
3761 esrv_send_item (who, oneLighter);
3762 }
3763 else
3764 lighter->stats.food--;
3765 }
3766 else if (lighter->last_eat)
3767 { /* no charges left in lighter */
3768 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3769 return;
3770 }
3771
3772 /* Perhaps we should split what we are trying to light on fire?
3773 * I can't see many times when you would want to light multiple
3774 * objects at once.
3775 */
3776
3777 if (who == item->in_player ())
3778 is_player_env = 1;
3779
3780 save_throw_object (item, AT_FIRE, who);
3781
3782 if (item->destroyed ())
3783 {
3784 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3785 /* Need to update the player so that the players glow radius
3786 * gets changed.
3787 */
3788 if (is_player_env)
3789 who->update_stats ();
3790 }
3791 else
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3793 }
3794 else /* nothing to light */
3795 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3796
3797 }
3798
3799 /**
3800 * op made some mistake with a scroll, this takes care of punishment.
3801 * scroll_failure()- hacked directly from spell_failure
3802 */
3803 void
3804 scroll_failure (object *op, int failure, int power)
3805 {
3806 if (abs (failure / 4) > power)
3807 power = abs (failure / 4); /* set minimum effect */
3808
3809 if (failure <= -1 && failure > -15)
3810 { /* wonder */
3811 object *tmp;
3812
3813 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3814 tmp = get_archetype (SPELL_WONDER);
3815 cast_wonder (op, op, 0, tmp);
3816 tmp->destroy ();
3817 }
3818 else if (failure <= -15 && failure > -35)
3819 { /* drain mana */
3820 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3821 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3822 if (op->stats.sp < 0)
3823 op->stats.sp = 0;
3824 }
3825 else if (settings.spell_failure_effects == TRUE)
3826 {
3827 if (failure <= -35 && failure > -60)
3828 { /* confusion */
3829 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3830 confuse_player (op, op, power);
3831 }
3832 else if (failure <= -60 && failure > -70)
3833 { /* paralysis */
3834 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3835 paralyze_player (op, op, power);
3836 }
3837 else if (failure <= -70 && failure > -80)
3838 { /* blind */
3839 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3840 blind_player (op, op, power);
3841 }
3842 else if (failure <= -80)
3843 { /* blast the immediate area */
3844 object *tmp = get_archetype (LOOSE_MANA);
3845 cast_magic_storm (op, tmp, power);
3846 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3847 tmp->destroy ();
3848 }
3849 }
3850 }
3851
3852 void
3853 apply_changes_to_player (object *pl, object *change)
3854 {
3855 int excess_stat = 0; /* if the stat goes over the maximum
3856 for the race, put the excess stat some
3857 where else. */
3858
3859 switch (change->type)
3860 {
3861 case CLASS:
3862 {
3863 living *stats = &(pl->contr->orig_stats);
3864 living *ns = &(change->stats);
3865 object *walk;
3866 int flag_change_face = 1;
3867
3868 /* the following code assigns stats up to the stat max
3869 * for the race, and if the stat max is exceeded,
3870 * tries to randomly reassign the excess stat
3871 */
3872 int i, j;
3873
3874 for (i = 0; i < NUM_STATS; i++)
3875 {
3876 int race_bonus = pl->arch->stats.stat (i);
3877 sint8 stat = stats->stat (i) + ns->stat (i);
3878
3879 if (stat > 20 + race_bonus)
3880 {
3881 excess_stat++;
3882 stat = 20 + race_bonus;
3883 }
3884
3885 stats->stat (i) = stat;
3886 }
3887
3888 for (j = 0; excess_stat > 0 && j < 100; j++)
3889 { /* try 100 times to assign excess stats */
3890 int i = rndm (0, 6);
3891
3892 if (i == CHA)
3893 continue; /* exclude cha from this */
3894
3895 int stat = stats->stat (i);
3896 int race_bonus = pl->arch->stats.stat (i);
3897 if (stat < 20 + race_bonus)
3898 {
3899 change_attr_value (stats, i, 1);
3900 excess_stat--;
3901 }
3902 }
3903
3904 /* insert the randomitems from the change's treasurelist into
3905 * the player ref: player.c
3906 */
3907 if (change->randomitems != NULL)
3908 give_initial_items (pl, change->randomitems);
3909
3910 /* set up the face, for some races. */
3911
3912 /* first, look for the force object banning
3913 * changing the face. Certain races never change face with class.
3914 */
3915 for (walk = pl->inv; walk != NULL; walk = walk->below)
3916 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3917 flag_change_face = 0;
3918
3919 if (flag_change_face)
3920 {
3921 pl->animation_id = GET_ANIM_ID (change);
3922 pl->face = change->face;
3923
3924 if (QUERY_FLAG (change, FLAG_ANIMATE))
3925 SET_FLAG (pl, FLAG_ANIMATE);
3926 else
3927 CLEAR_FLAG (pl, FLAG_ANIMATE);
3928 }
3929
3930 /* check the special case of can't use weapons */
3931 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3932 if (!strcmp (change->name, "monk"))
3933 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934
3935 break;
3936 }
3937 }
3938 }
3939
3940 /**
3941 * This handles items of type 'transformer'.
3942 * Basically those items, used with a marked item, transform both items into something
3943 * else.
3944 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3945 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action.
3949 */
3950 void
3951 apply_item_transformer (object *pl, object *transformer)
3952 {
3953 object *marked;
3954 object *new_item;
3955 char *find;
3956 char *separator;
3957 int yield;
3958 char got[MAX_BUF];
3959 int len;
3960
3961 if (!pl || !transformer)
3962 return;
3963 marked = find_marked_object (pl);
3964 if (!marked)
3965 {
3966 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3967 return;
3968 }
3969 if (!marked->slaying)
3970 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3972 return;
3973 }
3974 /* check whether they are compatible or not */
3975 find = strstr (marked->slaying, transformer->arch->archname);
3976 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3977 {
3978 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3979 return;
3980 }
3981 find += strlen (transformer->arch->archname) + 1;
3982 /* Item can be used, now find how many and what it yields */
3983 if (isdigit (*(find)))
3984 {
3985 yield = atoi (find);
3986 if (yield < 1)
3987 {
3988 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3989 yield = 1;
3990 }
3991 }
3992 else
3993 yield = 1;
3994
3995 while (isdigit (*find))
3996 find++;
3997 while (*find == ' ')
3998 find++;
3999 memset (got, 0, MAX_BUF);
4000 if ((separator = strchr (find, ';')) != NULL)
4001 {
4002 len = separator - find;
4003 }
4004 else
4005 {
4006 len = strlen (find);
4007 }
4008 if (len > MAX_BUF - 1)
4009 len = MAX_BUF - 1;
4010 strcpy (got, find);
4011 got[len] = '\0';
4012
4013 /* Now create new item, remove used ones when required. */
4014 new_item = get_archetype (got);
4015 if (!new_item)
4016 {
4017 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4018 return;
4019 }
4020
4021 new_item->nrof = yield;
4022 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4023 insert_ob_in_ob (new_item, pl);
4024 esrv_send_inventory (pl, pl);
4025 /* Eat up one item */
4026 decrease_ob_nr (marked, 1);
4027 /* Eat one transformer if needed */
4028 if (transformer->stats.food)
4029 if (--transformer->stats.food == 0)
4030 decrease_ob_nr (transformer, 1);
4031 }