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Revision: 1.118
Committed: Thu Jul 26 00:27:08 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +10 -8 lines
Log Message:
very very preliminary, non-working sound framework

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 object *id, *marked;
98 int success = 0;
99
100 if (pl == NULL || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0;
108
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory.
112 */
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money))
116 {
117 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
119 if (marked->msg)
120 {
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123 }
124 return money == NULL;
125 }
126 }
127
128 for (id = pl->inv; id; id = id->below)
129 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 {
132 if (operate_altar (altar, &money))
133 {
134 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 if (id->msg)
137 {
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break;
145 }
146 else
147 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break;
150 }
151 }
152 }
153 if (!success)
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
155 return money == NULL;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291
292 /* Just makes checking easier */
293 if (i < MIN (11, op->level))
294 got_one = 1;
295
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 {
298 if (got_one)
299 {
300 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
304 }
305 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
307 }
308 else
309 { /* cursed potion */
310 if (got_one)
311 {
312 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
314 }
315 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
317 }
318
319 decrease_ob (tmp);
320 return 1;
321 }
322
323
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
325 * and heroism all fit into this category. Given the spell object code,
326 * there is no limit to the number of spells that potions can be cast,
327 * but direction is problematic to try and imbue fireball potions for example.
328 */
329 if (tmp->inv)
330 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 {
333 object *fball;
334
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 }
344 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346
347 decrease_ob (tmp);
348 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats ();
351 return 1;
352 }
353
354 /* Deal with protection potions */
355 force = NULL;
356 for (i = 0; i < NROFATTACKS; i++)
357 {
358 if (tmp->resist[i])
359 {
360 if (!force)
361 force = get_archetype (FORCE_NAME);
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */
365 }
366 }
367 /* This is a protection potion */
368 if (force)
369 {
370 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
372 {
373 force->stats.food *= 10;
374 for (i = 0; i < NROFATTACKS; i++)
375 if (force->resist[i] > 0)
376 force->resist[i] = -force->resist[i]; /* prot => vuln */
377 }
378
379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force);
384 decrease_ob (tmp);
385 return 1;
386 }
387
388 /* Only thing left are the stat potions */
389 if (op->type == PLAYER)
390 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else
394 SET_FLAG (tmp, FLAG_APPLIED);
395 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 }
398
399 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears
402 * up all the stats.
403 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats ();
406 decrease_ob (tmp);
407 return 1;
408 }
409
410 /****************************************************************************
411 * Weapon improvement code follows
412 ****************************************************************************/
413
414 /**
415 * This returns the sum of nrof of item (arch name).
416 */
417 static int
418 check_item (object *op, const char *item)
419 {
420 int count = 0;
421
422
423 if (item == NULL)
424 return 0;
425
426 op = op->below;
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
442 }
443
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->archname, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 op->update_stats ();
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592 /**
593 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on.
595 */
596 int
597 prepare_weapon (object *op, object *improver, object *weapon)
598 {
599 int sacrifice_count, i;
600 char buf[MAX_BUF];
601
602 if (weapon->level != 0)
603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 return 0;
606 }
607
608 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i])
610 break;
611
612 /* If we break out, i will be less than nrofattacks, preventing
613 * improvement of items that already have protections.
614 */
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */
619 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 return 0;
622 }
623
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627
628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count);
631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */
638 decrease_ob (improver);
639 weapon->last_eat = 0;
640 return 1;
641 }
642
643
644 /**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason.
648 *
649 * Checks if weapon was prepared, if enough potions on the floor, ...
650 *
651 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve
654 */
655 int
656 improve_weapon (object *op, object *improver, object *weapon)
657 {
658 int sacrifice_count, sacrifice_needed = 0;
659
660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon);
663 }
664 if (weapon->level == 0)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667 return 0;
668 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672 return 0;
673 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679 return 0;
680 }
681 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved.
685 */
686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
688 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691 weapon->last_eat++;
692
693 weapon->item_power++;
694 decrease_ob (improver);
695 return 1;
696 }
697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
699 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1)
702 weapon->weight = 1;
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704 weapon->last_eat++;
705 weapon->item_power++;
706 decrease_ob (improver);
707 return 1;
708 }
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714 decrease_ob (improver);
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730 return 0;
731 }
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 }
754 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0;
756 }
757
758 /**
759 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work.
762 */
763 int
764 check_improve_weapon (object *op, object *tmp)
765 {
766 object *otmp;
767
768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 return 0;
775 }
776
777 otmp = find_marked_object (op);
778 if (!otmp)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 return 0;
782 }
783
784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 return 0;
788 }
789
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp);
793 return 1;
794 }
795
796 /**
797 * This code deals with the armour improvment scrolls.
798 * Change limits on improvement - let players go up to
799 * +5 no matter what level, but they are limited by item
800 * power.
801 * Try to use same improvement code as in the common/treasure.c
802 * file, so that if you make a +2 full helm, it will be just
803 * the same as one you find in a shop.
804 *
805 * deprecated comment:
806 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807 * only 'enchantment' of armour is possible - improving
808 * the stats of a player w/ armour as well as a weapon
809 * will probably horribly unbalance the game. Magic enchanting
810 * depends on the level of the character - ie the plus
811 * value (magic) of the armour can never be increased beyond
812 * the level of the character / 10 -- rounding upish, nor may
813 * the armour value of the piece of equipment exceed either
814 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now.
817 */
818 int
819 improve_armour (object *op, object *improver, object *armour)
820 {
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826 return 0;
827 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?)
832 */
833 if (armour->title)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836 return 0;
837 }
838
839 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge.
841 */
842 if (armour->nrof > 1)
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846
847 armour->magic++;
848
849 if (!settings.armor_speed_linear)
850 {
851 int base = 100;
852 int pow = 0;
853
854 while (pow < armour->magic)
855 {
856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++;
858 }
859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 }
862 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864
865 if (!settings.armor_weight_linear)
866 {
867 int base = 100;
868 int pow = 0;
869
870 while (pow < armour->magic)
871 {
872 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++;
874 }
875
876 armour->weight = (armour->arch->weight * base) / 100;
877 }
878 else
879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880
881 if (armour->weight <= 0)
882 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1;
885 }
886
887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888
889 if (op->type == PLAYER)
890 {
891 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats ();
894 }
895 decrease_ob (improver);
896 if (tmp)
897 {
898 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp);
900 }
901 return 1;
902 }
903
904
905 /*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken.
908 */
909 #define CONV_FROM(xyz) xyz->slaying
910 #define CONV_TO(xyz) xyz->other_arch
911 #define CONV_NR(xyz) xyz->stats.sp
912 #define CONV_NEED(xyz) xyz->stats.food
913
914 /* Takes one items and makes another.
915 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything.
918 */
919 int
920 convert_item (object *item, object *converter)
921 {
922 int nr = 0;
923 uint32 price_in;
924
925 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck)
928 */
929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
931 int cost;
932
933 if (item->type != MONEY)
934 return 0;
935
936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
938 return 0;
939 cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 decrease_ob_nr (item, cost);
944
945 price_in = cost * item->value;
946 }
947 else
948 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0;
952
953 if (CONV_NEED (converter))
954 {
955 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
959 else
960 {
961 price_in = item->value;
962 item->destroy ();
963 }
964 }
965
966 if (converter->inv != NULL)
967 {
968 object *ob;
969 int i;
970 object *ob_to_copy;
971
972 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 }
985 else
986 {
987 if (converter->other_arch == NULL)
988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1;
992 }
993
994 item = object_create_arch (converter->other_arch);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 }
997
998 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter);
1000 if (nr)
1001 item->nrof *= nr;
1002 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value)
1005 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /**
1010 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this
1012 */
1013 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1;
1016 }
1017
1018 /**
1019 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t.
1023 */
1024 int
1025 apply_container (object *op, object *sack)
1026 {
1027 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */
1029
1030 if (!sack || sack->type != CONTAINER)
1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0;
1034 }
1035
1036 op->contr->last_used = 0;
1037
1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1042 }
1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1048 {
1049 // open on ground or inv, so close
1050 op->close_container ();
1051 return 1;
1052 }
1053 else if (!sack->env)
1054 {
1055 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059
1060 // fall through to opening it (active in inv)
1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1065 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1074 {
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack);
1085
1086 return 1;
1087 }
1088
1089 /**
1090 * Handles dropping things on altar.
1091 * Returns true if sacrifice was accepted.
1092 */
1093 static int
1094 apply_altar (object *altar, object *sacrifice, object *originator)
1095 {
1096 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0;
1099
1100 if (operate_altar (altar, &sacrifice))
1101 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly.
1105 */
1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with
1111 * old maps.
1112 */
1113
1114 /* push_button (altar);*/
1115 }
1116 else
1117 {
1118 altar->value = 1; /* works only once */
1119 push_button (altar);
1120 }
1121
1122 return !sacrifice;
1123 }
1124 else
1125 return 0;
1126 }
1127
1128 /**
1129 * Handles 'movement' of shop mats.
1130 * Returns 1 if 'op' was destroyed, 0 if not.
1131 * Largely re-written to not use nearly as many gotos, plus
1132 * some of this code just looked plain out of date.
1133 * MSW 2001-08-29
1134 */
1135 int
1136 apply_shop_mat (object *shop_mat, object *op)
1137 {
1138 int rv = 0;
1139 double opinion;
1140 object *tmp, *next;
1141
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143
1144 if (op->type != PLAYER)
1145 {
1146 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in
1148 * the shop.
1149 */
1150 for (tmp = op->inv; tmp; tmp = next)
1151 {
1152 next = tmp->below;
1153
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157
1158 tmp->remove ();
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 }
1168 }
1169
1170 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1173
1174 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space.
1176 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1183 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185
1186 return 0;
1187 }
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor.
1203 */
1204 else if (!rv && !is_in_shop (op))
1205 {
1206 opinion = shopkeeper_approval (op->map, op);
1207
1208 if (opinion > 0.9)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 else if (opinion > 0.75)
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212 else if (opinion > 0.5)
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 }
1217 }
1218 else
1219 {
1220 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore
1223 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225
1226 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else
1231 {
1232 op->remove ();
1233 op->x += freearr_x[i];
1234 op->y += freearr_y[i];
1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1240 return rv;
1241 }
1242
1243 /**
1244 * Handles applying a sign.
1245 */
1246 static void
1247 apply_sign (object *op, object *sign, int autoapply)
1248 {
1249 readable_message_type *msgType;
1250
1251 if (sign->msg == NULL)
1252 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254 return;
1255 }
1256
1257 if (sign->stats.food)
1258 {
1259 if (sign->last_eat >= sign->stats.food)
1260 {
1261 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1263 return;
1264 }
1265
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++;
1268 }
1269
1270 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1271 * No way to know for sure. The presumption is basically that if
1272 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us).
1274 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1278 return;
1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1295 }
1296
1297 /**
1298 * 'victim' moves onto 'trap'
1299 * 'victim' leaves 'trap'
1300 * effect is determined by move_on/move_off of trap and move_type of victime.
1301 *
1302 * originator: Player, monster or other object that caused 'victim' to move
1303 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1304 * However, some types of traps require an originator to function.
1305 */
1306 void
1307 move_apply (object *trap, object *victim, object *originator)
1308 {
1309 static int recursion_depth = 0;
1310
1311 /* Only exits affect DMs. */
1312 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1313 return;
1314
1315 /* move_apply() is the most likely candidate for causing unwanted and
1316 * possibly unlimited recursion.
1317 */
1318 /* The following was changed because it was causing perfeclty correct
1319 * maps to fail. 1) it's not an error to recurse:
1320 * rune detonates, summoning monster. monster lands on nearby rune.
1321 * nearby rune detonates. This sort of recursion is expected and
1322 * proper. This code was causing needless crashes.
1323 */
1324 if (recursion_depth >= 500)
1325 {
1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1328 return;
1329 }
1330
1331 recursion_depth++;
1332 if (trap->head)
1333 trap = trap->head;
1334
1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1336 goto leave;
1337
1338 switch (trap->type)
1339 {
1340 case PLAYERMOVER:
1341 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1342 {
1343 if (!trap->stats.maxsp)
1344 trap->stats.maxsp = 2;
1345
1346 /* Is this correct? From the docs, it doesn't look like it
1347 * should be divided by trap->speed
1348 */
1349 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1350
1351 /* Just put in some sanity check. I think there is a bug in the
1352 * above with some objects have zero speed, and thus the player
1353 * getting permanently paralyzed.
1354 */
1355 if (victim->speed_left < -50.f)
1356 victim->speed_left = -50.f;
1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1358 }
1359 goto leave;
1360
1361 case SPINNER:
1362 if (victim->direction)
1363 {
1364 victim->direction = absdir (victim->direction - trap->stats.sp);
1365 update_turn_face (victim);
1366 }
1367 goto leave;
1368
1369 case DIRECTOR:
1370 if (victim->direction && !should_director_abort (trap, victim))
1371 {
1372 victim->direction = trap->stats.sp;
1373 update_turn_face (victim);
1374 }
1375 goto leave;
1376
1377 case BUTTON:
1378 case PEDESTAL:
1379 update_button (trap);
1380 goto leave;
1381
1382 case ALTAR:
1383 /* sacrifice victim on trap */
1384 apply_altar (trap, victim, originator);
1385 goto leave;
1386
1387 case THROWN_OBJ:
1388 if (trap->inv == NULL)
1389 goto leave;
1390 /* fallthrough */
1391
1392 case ARROW:
1393 /* bad bug: monster throw a object, make a step forwards, step on object ,
1394 * trigger this here and get hit by own missile - and will be own enemy.
1395 * Victim then is his own enemy and will start to kill herself (this is
1396 * removed) but we have not synced victim and his missile. To avoid senseless
1397 * action, we avoid hits here
1398 */
1399 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1400 hit_with_arrow (trap, victim);
1401 goto leave;
1402
1403 case SPELL_EFFECT:
1404 apply_spell_effect (trap, victim);
1405 goto leave;
1406
1407 case TRAPDOOR:
1408 {
1409 int max, sound_was_played;
1410 object *ab, *ab_next;
1411
1412 if (!trap->value)
1413 {
1414 int tot;
1415
1416 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1417 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1419
1420 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1421 goto leave;
1422
1423 SET_ANIMATION (trap, trap->value);
1424 update_object (trap, UP_OBJ_FACE);
1425 }
1426
1427 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1428 {
1429 /* need to set this up, since if we do transfer the object,
1430 * ab->above would be bogus
1431 */
1432 ab_next = ab->above;
1433
1434 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1435 {
1436 if (!sound_was_played)
1437 {
1438 trap->play_sound (sound_find ("fall_hole"));
1439 sound_was_played = 1;
1440 }
1441
1442 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1443 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1444 }
1445 }
1446 goto leave;
1447 }
1448
1449
1450 case CONVERTER:
1451 if (convert_item (victim, trap) < 0)
1452 {
1453 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1454 get_archetype ("burnout")->insert_at (trap, trap);
1455 }
1456
1457 goto leave;
1458
1459 case TRIGGER_BUTTON:
1460 case TRIGGER_PEDESTAL:
1461 case TRIGGER_ALTAR:
1462 check_trigger (trap, victim);
1463 goto leave;
1464
1465 case DEEP_SWAMP:
1466 walk_on_deep_swamp (trap, victim);
1467 goto leave;
1468
1469 case CHECK_INV:
1470 check_inv (victim, trap);
1471 goto leave;
1472
1473 case HOLE:
1474 /* Hole not open? */
1475 if (trap->stats.wc > 0)
1476 goto leave;
1477
1478 /* Is this a multipart monster and not the head? If so, return.
1479 * Processing will happen if the head runs into the pit
1480 */
1481 if (victim->head)
1482 goto leave;
1483
1484 victim->play_sound (sound_find ("fall_hole"));
1485 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1486 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1487 goto leave;
1488
1489 case EXIT:
1490 if (victim->type == PLAYER && EXIT_PATH (trap))
1491 {
1492 /* Basically, don't show exits leading to random maps the
1493 * players output.
1494 */
1495 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1496 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1497
1498 victim->enter_exit (trap);
1499 }
1500 goto leave;
1501
1502 case ENCOUNTER:
1503 /* may be some leftovers on this */
1504 goto leave;
1505
1506 case SHOP_MAT:
1507 apply_shop_mat (trap, victim);
1508 goto leave;
1509
1510 /* Drop a certain amount of gold, and have one item identified */
1511 case IDENTIFY_ALTAR:
1512 apply_id_altar (victim, trap, originator);
1513 goto leave;
1514
1515 case SIGN:
1516 if (victim->type != PLAYER && trap->stats.food > 0)
1517 goto leave; /* monsters musn't apply magic_mouths with counters */
1518
1519 apply_sign (victim, trap, 1);
1520 goto leave;
1521
1522 case CONTAINER:
1523 apply_container (victim, trap);
1524 goto leave;
1525
1526 case RUNE:
1527 case TRAP:
1528 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1529 {
1530 spring_trap (trap, victim);
1531 }
1532 goto leave;
1533
1534 default:
1535 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1536 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1537 goto leave;
1538 }
1539
1540 leave:
1541 recursion_depth--;
1542 }
1543
1544 /**
1545 * Handles reading a regular (ie not containing a spell) book.
1546 */
1547 static void
1548 apply_book (object *op, object *tmp)
1549 {
1550 int lev_diff;
1551 object *skill_ob;
1552
1553 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1556 return;
1557 }
1558
1559 if (!tmp->msg)
1560 {
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1562 return;
1563 }
1564
1565 /* need a literacy skill to read stuff! */
1566 skill_ob = find_skill_by_name (op, tmp->skill);
1567 if (!skill_ob)
1568 {
1569 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1570 return;
1571 }
1572
1573 lev_diff = tmp->level - (skill_ob->level + 5);
1574 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1575 {
1576 if (lev_diff < 2)
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1578 else if (lev_diff < 3)
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1580 else if (lev_diff < 5)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1582 else if (lev_diff < 8)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1584 else if (lev_diff < 15)
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1586 else
1587 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1588 return;
1589 }
1590
1591 readable_message_type *msgType = get_readable_message_type (tmp);
1592
1593 if (player *pl = op->contr)
1594 if (client *ns = pl->ns)
1595 if (ns->can_msg)
1596 {
1597 dynbuf_text buf;
1598 buf << long_desc (tmp, op)
1599 << "\n\n"
1600 << tmp->msg
1601 << '\0';
1602 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1603 }
1604 else
1605 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1606 msgType->message_type, msgType->message_subtype,
1607 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1608 long_desc (tmp, op), &tmp->msg);
1609
1610 /* gain xp from reading */
1611 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1612 { /* only if not read before */
1613 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1614
1615 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1616 {
1617 /*exp_gain *= 2; because they just identified it too */
1618 SET_FLAG (tmp, FLAG_IDENTIFIED);
1619
1620 /* If in a container, update how it looks */
1621 if (tmp->env)
1622 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1623 else
1624 op->contr->ns->floorbox_update ();
1625 }
1626
1627 change_exp (op, exp_gain, skill_ob->skill, 0);
1628 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1629 }
1630 }
1631
1632 /**
1633 * Handles the applying of a skill scroll, calling learn_skill straight.
1634 * op is the person learning the skill, tmp is the skill scroll object
1635 */
1636 static void
1637 apply_skillscroll (object *op, object *tmp)
1638 {
1639 switch ((int) learn_skill (op, tmp))
1640 {
1641 case 0:
1642 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1643 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1644 return;
1645
1646 case 1:
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1648 decrease_ob (tmp);
1649 return;
1650
1651 default:
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1653 decrease_ob (tmp);
1654 return;
1655 }
1656 }
1657
1658 /**
1659 * Actually makes op learn spell.
1660 * Informs player of what happens.
1661 */
1662 void
1663 do_learn_spell (object *op, object *spell, int special_prayer)
1664 {
1665 object *tmp;
1666
1667 if (op->type != PLAYER)
1668 {
1669 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1670 return;
1671 }
1672
1673 /* Upgrade special prayers to normal prayers */
1674 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1675 {
1676 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1677 {
1678 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1679 return;
1680 }
1681 return;
1682 }
1683
1684 op->contr->play_sound (sound_find ("learn_spell"));
1685
1686 tmp = spell->clone ();
1687 insert_ob_in_ob (tmp, op);
1688
1689 if (special_prayer)
1690 SET_FLAG (tmp, FLAG_STARTEQUIP);
1691
1692 esrv_add_spells (op->contr, tmp);
1693 }
1694
1695 /**
1696 * Erases spell from player's inventory.
1697 */
1698 void
1699 do_forget_spell (object *op, const char *spell)
1700 {
1701 object *spob;
1702
1703 if (op->type != PLAYER)
1704 {
1705 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1706 return;
1707 }
1708 if ((spob = check_spell_known (op, spell)) == NULL)
1709 {
1710 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1711 return;
1712 }
1713
1714 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1715 player_unready_range_ob (op->contr, spob);
1716 esrv_remove_spell (op->contr, spob);
1717 spob->destroy ();
1718 }
1719
1720 /**
1721 * Handles player applying a spellbook.
1722 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1723 * stuff like that. Random learning failure too.
1724 */
1725 static void
1726 apply_spellbook (object *op, object *tmp)
1727 {
1728 object *skop, *spell, *spell_skill;
1729
1730 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1731 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1733 return;
1734 }
1735
1736 /* artifact_spellbooks have 'slaying' field point to a spell name,
1737 * instead of having their spell stored in stats.sp. These are
1738 * legacy spellbooks
1739 */
1740 if (tmp->slaying)
1741 {
1742 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1743 if (!spell)
1744 {
1745 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1746 return;
1747 }
1748 else
1749 insert_ob_in_ob (spell, tmp);
1750
1751 tmp->slaying = 0;
1752 }
1753
1754 skop = find_skill_by_name (op, tmp->skill);
1755
1756 /* need a literacy skill to learn spells. Also, having a literacy level
1757 * lower than the spell will make learning the spell more difficult */
1758 if (!skop)
1759 {
1760 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1761 return;
1762 }
1763
1764 spell = tmp->inv;
1765
1766 if (!spell)
1767 {
1768 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1769 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1770 return;
1771 }
1772
1773 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1774 {
1775 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1776 return;
1777 }
1778
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1780
1781 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1782 {
1783 identify (tmp);
1784
1785 if (tmp->env)
1786 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1787 else
1788 op->contr->ns->floorbox_update ();
1789 }
1790
1791 /* I removed the check for special_prayer_mark here - it didn't make
1792 * a lot of sense - special prayers are not found in spellbooks, and
1793 * if the player doesn't know the spell, doesn't make a lot of sense that
1794 * they would have a special prayer mark.
1795 */
1796 if (check_spell_known (op, spell->name))
1797 {
1798 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1799 return;
1800 }
1801
1802 if (spell->skill)
1803 {
1804 spell_skill = find_skill_by_name (op, spell->skill);
1805
1806 if (!spell_skill)
1807 {
1808 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1809 return;
1810 }
1811
1812 if (spell_skill->level < spell->level)
1813 {
1814 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1815 return;
1816 }
1817 }
1818
1819 /* Logic as follows
1820 *
1821 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1822 *
1823 * 2- The learner's skill level in literacy adjusts the chance to learn
1824 * a spell.
1825 *
1826 * 3 -Automatically fail to learn if you read while confused
1827 *
1828 * Overall, chances are the same but a player will find having a high
1829 * literacy rate very useful! -b.t.
1830 */
1831 if (QUERY_FLAG (op, FLAG_CONFUSED))
1832 {
1833 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1834 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1835 }
1836 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1837 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1838 {
1839
1840 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1841 do_learn_spell (op, spell, 0);
1842
1843 /* xp gain to literacy for spell learning */
1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1846 }
1847 else
1848 {
1849 op->contr->play_sound (sound_find ("fumble_spell"));
1850 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1851 }
1852
1853 decrease_ob (tmp);
1854 }
1855
1856 /**
1857 * Handles applying a spell scroll.
1858 */
1859 void
1860 apply_scroll (object *op, object *tmp, int dir)
1861 {
1862 object *skop;
1863
1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1865 {
1866 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1867 return;
1868 }
1869
1870 if (!tmp->inv || tmp->inv->type != SPELL)
1871 {
1872 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1873 return;
1874 }
1875
1876 if (op->type == PLAYER)
1877 {
1878 /* players need a literacy skill to read stuff! */
1879 int exp_gain = 0;
1880
1881 /* hard code literacy - tmp->skill points to where the exp
1882 * should go for anything killed by the spell.
1883 */
1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1885
1886 if (!skop)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1889 return;
1890 }
1891
1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1893 change_exp (op, exp_gain, skop->skill, 0);
1894 }
1895
1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1897 identify (tmp);
1898
1899 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1900
1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1902 decrease_ob (tmp);
1903 }
1904
1905 /**
1906 * Applies a treasure object - by default, chest. op
1907 * is the person doing the applying, tmp is the treasure
1908 * chest.
1909 */
1910 static void
1911 apply_treasure (object *op, object *tmp)
1912 {
1913 /* Nice side effect of new treasure creation method is that the treasure
1914 * for the chest is done when the chest is created, and put into the chest
1915 * inventory. So that when the chest burns up, the items still exist. Also
1916 * prevents people fromt moving chests to more difficult maps to get better
1917 * treasure
1918 */
1919 object *treas = tmp->inv;
1920
1921 if (!treas)
1922 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1924 decrease_ob (tmp);
1925 return;
1926 }
1927
1928 while (tmp->inv)
1929 {
1930 treas = tmp->inv;
1931
1932 treas->remove ();
1933 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1934
1935 treas->x = op->x;
1936 treas->y = op->y;
1937 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1938
1939 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1940 spring_trap (treas, op);
1941
1942 /* If either player or container was destroyed, no need to do
1943 * further processing. I think this should be enclused with
1944 * spring trap above, as I don't think there is otherwise
1945 * any way for the treasure chest or player to get killed
1946 */
1947 if (op->destroyed () || tmp->destroyed ())
1948 break;
1949 }
1950
1951 if (!tmp->destroyed () && tmp->inv == NULL)
1952 decrease_ob (tmp);
1953
1954 }
1955
1956 /**
1957 * op eats food.
1958 * If player, takes care of messages and dragon special food.
1959 */
1960 static void
1961 apply_food (object *op, object *tmp)
1962 {
1963 int capacity_remaining;
1964
1965 if (op->type != PLAYER)
1966 op->stats.hp = op->stats.maxhp;
1967 else
1968 {
1969 /* check if this is a dragon (player), eating some flesh */
1970 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1971 ;
1972 else
1973 {
1974 /* usual case - no dragon meal: */
1975 if (op->stats.food + tmp->stats.food > 999)
1976 {
1977 if (tmp->type == FOOD || tmp->type == FLESH)
1978 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1979 else
1980 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1981 }
1982
1983 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1984 {
1985 char buf[MAX_BUF];
1986
1987 if (!is_dragon_pl (op))
1988 {
1989 /* eating message for normal players */
1990 if (tmp->type == DRINK)
1991 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1992 else
1993 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1994 }
1995 else
1996 {
1997 /* eating message for dragon players */
1998 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1999 }
2000
2001 new_draw_info (NDI_UNIQUE, 0, op, buf);
2002 capacity_remaining = 999 - op->stats.food;
2003 op->stats.food += tmp->stats.food;
2004 if (capacity_remaining < tmp->stats.food)
2005 op->stats.hp += capacity_remaining / 50;
2006 else
2007 op->stats.hp += tmp->stats.food / 50;
2008 if (op->stats.hp > op->stats.maxhp)
2009 op->stats.hp = op->stats.maxhp;
2010 if (op->stats.food > 999)
2011 op->stats.food = 999;
2012 }
2013
2014 /* special food hack -b.t. */
2015 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2016 eat_special_food (op, tmp);
2017 }
2018 }
2019
2020 handle_apply_yield (tmp);
2021 decrease_ob (tmp);
2022 }
2023
2024 /**
2025 * A dragon is eating some flesh. If the flesh contains resistances,
2026 * there is a chance for the dragon's skin to get improved.
2027 *
2028 * attributes:
2029 * object *op the object (dragon player) eating the flesh
2030 * object *meal the flesh item, getting chewed in dragon's mouth
2031 * return:
2032 * int 1 if eating successful, 0 if it doesn't work
2033 */
2034 int
2035 dragon_eat_flesh (object *op, object *meal)
2036 {
2037 object *skin = NULL; /* pointer to dragon skin force */
2038 object *abil = NULL; /* pointer to dragon ability force */
2039 object *tmp = NULL; /* tmp. object */
2040
2041 char buf[MAX_BUF]; /* tmp. string buffer */
2042 double chance; /* improvement-chance of one resistance type */
2043 double totalchance = 1; /* total chance of gaining one resistance */
2044 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2045 double mbonus = 0; /* monster bonus */
2046 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2047 int winners = 0; /* number of winners */
2048 int i; /* index */
2049
2050 /* let's make sure and doublecheck the parameters */
2051 if (meal->type != FLESH || !is_dragon_pl (op))
2052 return 0;
2053
2054 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2055 from the player's inventory */
2056 for (tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->type == FORCE)
2058 if (tmp->arch->archname == shstr_dragon_skin_force)
2059 skin = tmp;
2060 else if (tmp->arch->archname == shstr_dragon_ability_force)
2061 abil = tmp;
2062
2063 /* if either skin or ability are missing, this is an old player
2064 which is not to be considered a dragon -> bail out */
2065 if (skin == NULL || abil == NULL)
2066 return 0;
2067
2068 /* now start by filling stomache and health, according to food-value */
2069 if ((999 - op->stats.food) < meal->stats.food)
2070 op->stats.hp += (999 - op->stats.food) / 50;
2071 else
2072 op->stats.hp += meal->stats.food / 50;
2073 if (op->stats.hp > op->stats.maxhp)
2074 op->stats.hp = op->stats.maxhp;
2075
2076 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2077
2078 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2079
2080 /* on to the interesting part: chances for adding resistance */
2081 for (i = 0; i < NROFATTACKS; i++)
2082 {
2083 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2084 {
2085 /* got positive resistance, now calculate improvement chance (0-100) */
2086
2087 /* this bonus makes resistance increase easier at lower levels */
2088 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2089 if (i == abil->stats.exp)
2090 bonus += 5; /* additional bonus for resistance of ability-focus */
2091
2092 /* monster bonus increases with level, because high-level
2093 flesh is too rare */
2094 mbonus = op->level * 20. / ((double) settings.max_level);
2095
2096 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2097 ((double) settings.max_level)) - skin->resist[i];
2098
2099 if (chance >= 0.)
2100 chance += 1.;
2101 else
2102 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2103
2104 /* chance is proportional to amount of resistance (max. 50) */
2105 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2106
2107 /* doubled chance for resistance of ability-focus */
2108 if (i == abil->stats.exp)
2109 chance = MIN (100., chance * 2.);
2110
2111 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2112 if (rndm (10000) < (unsigned int) (chance * 100))
2113 {
2114 atnr_winner[winners] = i;
2115 winners++;
2116 }
2117
2118 if (chance >= 0.01)
2119 totalchance *= 1 - chance / 100;
2120
2121 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2122 }
2123 }
2124
2125 /* inverse totalchance as until now we have the failure-chance */
2126 totalchance = 100 - totalchance * 100;
2127 /* print message according to totalchance */
2128 if (totalchance > 50.)
2129 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2130 else if (totalchance > 10.)
2131 sprintf (buf, "The %s tasted very good.", &meal->name);
2132 else if (totalchance > 1.)
2133 sprintf (buf, "The %s tasted good.", &meal->name);
2134 else if (totalchance > 0.1)
2135 sprintf (buf, "The %s tasted bland.", &meal->name);
2136 else if (totalchance >= 0.01)
2137 sprintf (buf, "The %s had a boring taste.", &meal->name);
2138 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2139 sprintf (buf, "The %s tasted strange.", &meal->name);
2140 else
2141 sprintf (buf, "The %s had no taste.", &meal->name);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143
2144 /* now choose a winner if we have any */
2145 i = -1;
2146 if (winners > 0)
2147 i = atnr_winner[RANDOM () % winners];
2148
2149 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2150 {
2151 /* resistance increased! */
2152 skin->resist[i]++;
2153 op->update_stats ();
2154
2155 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2156 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2157 }
2158
2159 /* if this flesh contains a new ability focus, we mark it
2160 into the ability_force and it will take effect on next level */
2161 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2162 {
2163 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2164
2165 if (meal->last_eat != abil->stats.exp)
2166 {
2167 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2168 new_draw_info (NDI_UNIQUE, 0, op, buf);
2169 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2170 new_draw_info (NDI_UNIQUE, 0, op, buf);
2171 }
2172 else
2173 {
2174 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2175 new_draw_info (NDI_UNIQUE, 0, op, buf);
2176 abil->last_eat = 0;
2177 }
2178 }
2179 return 1;
2180 }
2181
2182 /**
2183 * Handles applying an improve armor scroll.
2184 * Does some sanity checks, then calls improve_armour.
2185 */
2186 static void
2187 apply_armour_improver (object *op, object *tmp)
2188 {
2189 object *armor;
2190
2191 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2192 {
2193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2194 return;
2195 }
2196
2197 armor = find_marked_object (op);
2198
2199 if (!armor)
2200 {
2201 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2202 return;
2203 }
2204
2205 if (armor->type != ARMOUR
2206 && armor->type != CLOAK
2207 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2208 {
2209 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2210 return;
2211 }
2212
2213 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2214 improve_armour (op, tmp, armor);
2215 }
2216
2217 extern void
2218 apply_poison (object *op, object *tmp)
2219 {
2220 if (op->type == PLAYER)
2221 {
2222 op->contr->play_sound (sound_find ("drink_poison"));
2223 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2224 strcpy (op->contr->killer, "poisonous booze");
2225 }
2226
2227 if (tmp->stats.hp > 0)
2228 {
2229 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2230 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2231 }
2232
2233 op->stats.food -= op->stats.food / 4;
2234 handle_apply_yield (tmp);
2235 decrease_ob (tmp);
2236 }
2237
2238 /**
2239 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2240 * A valid 2 way exit means:
2241 * -You can come back (there is another exit at the other side)
2242 * -You are
2243 * ° the owner of the exit
2244 * ° or in the same party as the owner
2245 *
2246 * Note: a owner in a 2 way exit is saved as the owner's name
2247 * in the field exit->name cause the field exit->owner doesn't
2248 * survive in the swapping (in fact the whole exit doesn't survive).
2249 */
2250 int
2251 is_legal_2ways_exit (object *op, object *exit)
2252 {
2253 if (exit->stats.exp != 1)
2254 return 1; /*This is not a 2 way, so it is legal */
2255
2256 #if 0 //TODO
2257 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2258 return 0; /* This is a reset town portal */
2259 #endif
2260
2261 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2262
2263 if (exitmap)
2264 {
2265 exitmap->load_sync ();
2266
2267 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2268
2269 if (!tmp)
2270 return 0;
2271
2272 for (; tmp; tmp = tmp->above)
2273 {
2274 if (tmp->type != EXIT)
2275 continue; /*Not an exit */
2276
2277 if (!EXIT_PATH (tmp))
2278 continue; /*Not a valid exit */
2279
2280 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2281 continue; /*Not in the same place */
2282
2283 if (exit->map->path != EXIT_PATH (tmp))
2284 continue; /*Not in the same map */
2285
2286 /* From here we have found the exit is valid. However we do
2287 * here the check of the exit owner. It is important for the
2288 * town portals to prevent strangers from visiting your appartments
2289 */
2290 if (!exit->race)
2291 return 1; /*No owner, free for all! */
2292
2293 object *exit_owner = 0;
2294
2295 for_all_players (pp)
2296 {
2297 if (!pp->ob)
2298 continue;
2299
2300 if (pp->ob->name != exit->race)
2301 continue;
2302
2303 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2304 break;
2305 }
2306
2307 if (!exit_owner)
2308 return 0; /* No more owner */
2309
2310 if (exit_owner->contr == op->contr)
2311 return 1; /*It is your exit */
2312
2313 if (exit_owner && /*There is a owner */
2314 (op->contr) && /*A player tries to pass */
2315 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2316 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2317 return 0;
2318
2319 return 1;
2320 }
2321 }
2322
2323 return 0;
2324 }
2325
2326 /**
2327 * Main apply handler.
2328 *
2329 * Checks for unpaid items before applying.
2330 *
2331 * Return value:
2332 * 0: player or monster can't apply objects of that type
2333 * 1: has been applied, or there was an error applying the object
2334 * 2: objects of that type can't be applied if not in inventory
2335 *
2336 * op is the object that is causing object to be applied, tmp is the object
2337 * being applied.
2338 *
2339 * aflag is special (always apply/unapply) flags. Nothing is done with
2340 * them in this function - they are passed to apply_special
2341 */
2342 int
2343 manual_apply (object *op, object *tmp, int aflag)
2344 {
2345 if (tmp->head)
2346 tmp = tmp->head;
2347
2348 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2349 {
2350 if (op->type == PLAYER)
2351 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2353 return 1;
2354 }
2355 else
2356 return 0; /* monsters just skip unpaid items */
2357 }
2358
2359 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2360 return RESULT_INT (0);
2361
2362 switch (tmp->type)
2363 {
2364 case CF_HANDLE:
2365 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2366 op->play_sound (sound_find ("turn_handle"));
2367 tmp->value = tmp->value ? 0 : 1;
2368 SET_ANIMATION (tmp, tmp->value);
2369 update_object (tmp, UP_OBJ_FACE);
2370 push_button (tmp);
2371 return 1;
2372
2373 case TRIGGER:
2374 if (check_trigger (tmp, op))
2375 {
2376 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2377 op->play_sound (sound_find ("turn_handle"));
2378 }
2379 else
2380 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2381
2382 return 1;
2383
2384 case EXIT:
2385 if (op->type != PLAYER)
2386 return 0;
2387
2388 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2389 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2390 else
2391 {
2392 /* Don't display messages for random maps. */
2393 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2394 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2395
2396 op->enter_exit (tmp);
2397 }
2398
2399 return 1;
2400
2401 case SIGN:
2402 apply_sign (op, tmp, 0);
2403 return 1;
2404
2405 case BOOK:
2406 if (op->type == PLAYER)
2407 {
2408 apply_book (op, tmp);
2409 return 1;
2410 }
2411 else
2412 return 0;
2413
2414 case SKILLSCROLL:
2415 if (op->type == PLAYER)
2416 {
2417 apply_skillscroll (op, tmp);
2418 return 1;
2419 }
2420 else
2421 return 0;
2422
2423 case SPELLBOOK:
2424 if (op->type == PLAYER)
2425 {
2426 apply_spellbook (op, tmp);
2427 return 1;
2428 }
2429 else
2430 return 0;
2431
2432 case SCROLL:
2433 apply_scroll (op, tmp, 0);
2434 return 1;
2435
2436 case POTION:
2437 apply_potion (op, tmp);
2438 return 1;
2439
2440 /* Eneq(@csd.uu.se): Handle apply on containers. */
2441 //TODO: remove, as it is unsed?
2442 case CLOSE_CON:
2443 apply_container (op, tmp->env);
2444 return 1;
2445
2446 case CONTAINER:
2447 apply_container (op, tmp);
2448 return 1;
2449
2450 case TREASURE:
2451 if (op->type == PLAYER)
2452 {
2453 apply_treasure (op, tmp);
2454 return 1;
2455 }
2456 else
2457 return 0;
2458
2459 case WEAPON:
2460 case ARMOUR:
2461 case BOOTS:
2462 case GLOVES:
2463 case AMULET:
2464 case GIRDLE:
2465 case BRACERS:
2466 case SHIELD:
2467 case HELMET:
2468 case RING:
2469 case CLOAK:
2470 case WAND:
2471 case ROD:
2472 case HORN:
2473 case SKILL:
2474 case BOW:
2475 case LAMP:
2476 case BUILDER:
2477 case SKILL_TOOL:
2478 if (tmp->env != op)
2479 return 2; /* not in inventory */
2480
2481 apply_special (op, tmp, aflag);
2482 return 1;
2483
2484 case DRINK:
2485 case FOOD:
2486 case FLESH:
2487 apply_food (op, tmp);
2488 return 1;
2489
2490 case POISON:
2491 apply_poison (op, tmp);
2492 return 1;
2493
2494 case SAVEBED:
2495 return 1;
2496
2497 case ARMOUR_IMPROVER:
2498 if (op->type == PLAYER)
2499 {
2500 apply_armour_improver (op, tmp);
2501 return 1;
2502 }
2503 else
2504 return 0;
2505
2506 case WEAPON_IMPROVER:
2507 check_improve_weapon (op, tmp);
2508 return 1;
2509
2510 case CLOCK:
2511 if (op->type == PLAYER)
2512 {
2513 char buf[MAX_BUF];
2514 timeofday_t tod;
2515
2516 get_tod (&tod);
2517 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2518 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2519 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2520 op->play_sound (sound_find ("sound_clock"));
2521 new_draw_info (NDI_UNIQUE, 0, op, buf);
2522 return 1;
2523 }
2524 else
2525 return 0;
2526
2527 case MENU:
2528 if (op->type == PLAYER)
2529 {
2530 shop_listing (tmp, op);
2531 return 1;
2532 }
2533 else
2534 return 0;
2535
2536 case POWER_CRYSTAL:
2537 apply_power_crystal (op, tmp); /* see egoitem.c */
2538 return 1;
2539
2540 case LIGHTER: /* for lighting torches/lanterns/etc */
2541 if (op->type == PLAYER)
2542 {
2543 apply_lighter (op, tmp);
2544 return 1;
2545 }
2546 else
2547 return 0;
2548
2549 case ITEM_TRANSFORMER:
2550 apply_item_transformer (op, tmp);
2551 return 1;
2552
2553 default:
2554 return 0;
2555 }
2556 }
2557
2558
2559 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2560 * messages as needed by player_apply_below(). But there can still be
2561 * "but you are floating high above the ground" messages.
2562 *
2563 * Same return value as apply() function.
2564 */
2565 int
2566 player_apply (object *pl, object *op, int aflag, int quiet)
2567 {
2568 int tmp;
2569
2570 if (op->env && (pl->move_type & MOVE_FLYING))
2571 {
2572 /* player is flying and applying object not in inventory */
2573 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2574 {
2575 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2576 return 0;
2577 }
2578 }
2579
2580 pl->contr->last_used = op;
2581
2582 tmp = manual_apply (pl, op, aflag);
2583 if (!quiet)
2584 {
2585 if (tmp == 0)
2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2587 else if (tmp == 2)
2588 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2589 }
2590
2591 return tmp;
2592 }
2593
2594 /**
2595 * player_apply_below attempts to apply the object 'below' the player.
2596 * If the player has an open container, we use that for below, otherwise
2597 * we use the ground.
2598 */
2599 void
2600 player_apply_below (object *pl)
2601 {
2602 int floors = 0;
2603
2604 /* If using a container, set the starting item to be the top
2605 * item in the container. Otherwise, use the map.
2606 * This is perhaps more complicated. However, I want to make sure that
2607 * we don't use a corrupt pointer for the next object, so we get the
2608 * next object in the stack before applying. This is can only be a
2609 * problem if player_apply() has a bug in that it uses the object but does
2610 * not return a proper value.
2611 */
2612 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2613 {
2614 next = tmp->below;
2615
2616 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2617 floors++;
2618 else if (floors > 0)
2619 return; /* process only floor objects after first floor object */
2620
2621 /* If it is visible, player can apply it. If it is applied by
2622 * person moving on it, also activate. Added code to make it
2623 * so that at least one of players movement types be that which
2624 * the item needs.
2625 */
2626 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2627 {
2628 if (player_apply (pl, tmp, 0, 1) == 1)
2629 return;
2630 }
2631 if (floors >= 2)
2632 return; /* process at most two floor objects */
2633 }
2634 }
2635
2636 /**
2637 * Unapplies specified item.
2638 * No check done on cursed/damned.
2639 * Break this out of apply_special - this is just done
2640 * to keep the size of apply_special to a more managable size.
2641 */
2642 static int
2643 unapply_special (object *who, object *op, int aflags)
2644 {
2645 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2646 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2647 return RESULT_INT (0);
2648
2649 CLEAR_FLAG (op, FLAG_APPLIED);
2650
2651 switch (op->type)
2652 {
2653 case SKILL_TOOL:
2654 // unapplying a skill tool should also unapply the skill it governs
2655 // but this is hard, as it shouldn't do so when the skill can
2656 // be used for other reasons
2657 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2658 if (tmp->skill == op->skill
2659 && tmp->type == SKILL
2660 && tmp->flag [FLAG_APPLIED]
2661 && !tmp->flag [FLAG_CAN_USE_SKILL])
2662 unapply_special (who, tmp, 0);
2663
2664 change_abil (who, op);
2665 break;
2666
2667 case WEAPON:
2668 if (player *pl = who->contr)
2669 if (op == pl->combat_ob)
2670 {
2671 pl->combat_ob = 0;
2672 who->change_weapon (pl->ranged_ob);
2673 }
2674
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2676
2677 change_abil (who, op);
2678 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2679 break;
2680
2681 case SKILL:
2682 if (who->contr)
2683 {
2684 if (!op->invisible)
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2686 else
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2688 }
2689
2690 change_abil (who, op);
2691 CLEAR_FLAG (who, FLAG_READY_SKILL);
2692 break;
2693
2694 case ARMOUR:
2695 case HELMET:
2696 case SHIELD:
2697 case RING:
2698 case BOOTS:
2699 case GLOVES:
2700 case AMULET:
2701 case GIRDLE:
2702 case BRACERS:
2703 case CLOAK:
2704 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2705 change_abil (who, op);
2706 break;
2707
2708 case LAMP:
2709 {
2710 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2711
2712 object *tmp2 = arch_to_object (op->other_arch);
2713 tmp2->x = op->x;
2714 tmp2->y = op->y;
2715 tmp2->map = op->map;
2716 tmp2->below = op->below;
2717 tmp2->above = op->above;
2718 tmp2->stats.food = op->stats.food;
2719 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2720
2721 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2722 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2723
2724 if (who->contr)
2725 esrv_del_item (who->contr, op->count);
2726
2727 op->destroy ();
2728 insert_ob_in_ob (tmp2, who);
2729 who->update_stats ();
2730
2731 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2732 {
2733 if (who->contr)
2734 {
2735 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2736 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2737 }
2738 }
2739
2740 if (who->contr)
2741 esrv_send_item (who, tmp2);
2742 }
2743
2744 return 1; /* otherwise, an attempt to drop causes problems */
2745
2746 case BOW:
2747 case WAND:
2748 case ROD:
2749 case HORN:
2750 if (player *pl = who->contr)
2751 {
2752 if (op == pl->ranged_ob)
2753 {
2754 pl->ranged_ob = 0;
2755 who->change_weapon (pl->combat_ob);
2756 }
2757
2758 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2759 }
2760 else
2761 {
2762 who->change_skill (0);
2763
2764 if (op->type == BOW)
2765 CLEAR_FLAG (who, FLAG_READY_BOW);
2766 else
2767 CLEAR_FLAG (who, FLAG_READY_RANGE);
2768 }
2769
2770 break;
2771
2772 case BUILDER:
2773 if (who->contr)
2774 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2775 break;
2776
2777 default:
2778 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2779 break;
2780 }
2781
2782 who->update_stats ();
2783
2784 if (!(aflags & AP_NO_MERGE))
2785 {
2786 object *tmp = merge_ob (op, 0);
2787
2788 if (who->contr)
2789 {
2790 if (tmp)
2791 { /* it was merged */
2792 esrv_del_item (who->contr, op->count);
2793 op = tmp;
2794 }
2795
2796 esrv_send_item (who, op);
2797 }
2798 }
2799
2800 return 0;
2801 }
2802
2803 /**
2804 * Returns the object that is using location 'loc'.
2805 * Note that 'start' is the first object to start examing - we
2806 * then go through the below of this. In this way, you can do
2807 * something like:
2808 * tmp = get_next_item_from_body_location(who->inv, 1);
2809 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2810 * to find the second object that may use this location, etc.
2811 * Returns NULL if no match is found.
2812 * loc is the index into the array we are looking for a match.
2813 * don't return invisible objects unless they are skill objects
2814 * invisible other objects that use
2815 * up body locations can be used as restrictions.
2816 */
2817 static object *
2818 get_next_item_from_body_location (int loc, object *start)
2819 {
2820 for (object *tmp = start; tmp; tmp = tmp->below)
2821 if (tmp->flag [FLAG_APPLIED]
2822 && tmp->slot[loc].info
2823 && (!tmp->invisible || tmp->type == SKILL))
2824 return tmp;
2825
2826 return 0;
2827 }
2828
2829 /**
2830 * 'op' wants to apply an object, but can't because of other equipment.
2831 * This should only be called when it is known
2832 * that there are objects to unapply. This makes pretty heavy
2833 * use of get_item_from_body_location. It makes no intelligent choice
2834 * on objects - rather, the first that is matched is used.
2835 * Returns 0 on success, returns 1 if there is some problem.
2836 * if aflags is AP_PRINT, we instead print out waht to unapply
2837 * instead of doing it. This is a lot less code than having
2838 * another function that does just that.
2839 */
2840
2841 #define CANNOT_REMOVE_CURSED \
2842 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2843 "Praying over an altar, scrolls of remove curse/damnation, " \
2844 "priests or even other players might help.>"
2845
2846 int
2847 unapply_for_ob (object *who, object *op, int aflags)
2848 {
2849 if (op->is_range ())
2850 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2851 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2852 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2853 {
2854 if (aflags & AP_PRINT)
2855 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2856 else
2857 unapply_special (who, tmp, aflags);
2858 }
2859 else
2860 {
2861 /* In this case, we want to try and remove a cursed item.
2862 * While we know it won't work, we want unapply_special to
2863 * at least generate the message.
2864 */
2865 new_draw_info_format (NDI_UNIQUE, 0, who,
2866 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2867 query_name (tmp));
2868 return 1;
2869 }
2870
2871 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2872 {
2873 /* this used up a slot that we need to free */
2874 if (op->slot[i].info)
2875 {
2876 object *last = who->inv;
2877
2878 /* We do a while loop - may need to remove several items in order
2879 * to free up enough slots.
2880 */
2881 while ((who->slot[i].used + op->slot[i].info) < 0)
2882 {
2883 object *tmp = get_next_item_from_body_location (i, last);
2884
2885 if (!tmp)
2886 {
2887 #if 0
2888 /* Not a bug - we'll get this if the player has cursed items
2889 * equipped.
2890 */
2891 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2892 #endif
2893 return 1;
2894 }
2895
2896 /* If we are just printing, we don't care about cursed status */
2897 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2898 {
2899 if (aflags & AP_PRINT)
2900 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2901 else
2902 unapply_special (who, tmp, aflags);
2903 }
2904 else
2905 {
2906 /* Cursed item that we can't unequip - tell the player.
2907 * Note this could be annoying if this is just one of a few,
2908 * so it may not be critical (eg, putting on a ring and you have
2909 * one cursed ring.)
2910 */
2911 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2912 }
2913
2914 last = tmp->below;
2915 }
2916 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2917 * return in the !tmp would have kicked in.
2918 */
2919 } /* if op is using this body location */
2920 } /* for body lcoations */
2921
2922 return 0;
2923 }
2924
2925 /**
2926 * Checks to see if 'who' can apply object 'op'.
2927 * Returns 0 if apply can be done without anything special.
2928 * Otherwise returns a bitmask - potentially several of these may be
2929 * set, but largely depends on circumstance - in the future, processing
2930 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2931 * is set, do we really care what the other flags may be?)
2932 *
2933 * See include/define.h for detailed description of the meaning of
2934 * these return values.
2935 */
2936 int
2937 can_apply_object (object *who, object *op)
2938 {
2939 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2940 return RESULT_INT (0);
2941
2942 int retval = 0;
2943 object *tmp = 0, *ws = 0;
2944
2945 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2946 {
2947 if (op->slot[i].info)
2948 {
2949 /* Item uses more slots than we have */
2950 if (who->slot[i].info + op->slot [i].info < 0)
2951 {
2952 /* Could return now for efficiency - rest of info below isn't
2953 * really needed.
2954 */
2955 retval |= CAN_APPLY_NEVER;
2956 }
2957 else if (who->slot[i].used + op->slot[i].info < 0)
2958 {
2959 /* in this case, equipping this would use more free spots than
2960 * we have.
2961 */
2962
2963 /* if we have an applied weapon/shield, and unapply it would free
2964 * enough slots to equip the new item, then just set "can
2965 * apply unapply". We don't care about the logic below - if you have a
2966 * shield equipped and try to equip another shield, there is only
2967 * one choice. However, the check for the number of body locations
2968 * does take into the account cases where what is being applied
2969 * may be two handed for example.
2970 */
2971 if (ws)
2972 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2973 {
2974 retval |= CAN_APPLY_UNAPPLY;
2975 continue;
2976 }
2977
2978 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2979 if (!tmp1)
2980 {
2981 #if 0
2982 /* This is sort of an error, but happens a lot when old players
2983 * join in with more stuff equipped than they are now allowed.
2984 */
2985 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2986 #endif
2987 retval |= CAN_APPLY_NEVER;
2988 }
2989 else
2990 {
2991 /* need to unapply something. However, if this something
2992 * is different than we had found before, it means they need
2993 * to apply multiple objects
2994 */
2995 retval |= CAN_APPLY_UNAPPLY;
2996
2997 if (!tmp)
2998 tmp = tmp1;
2999 else if (tmp != tmp1)
3000 retval |= CAN_APPLY_UNAPPLY_MULT;
3001
3002 /* This object isn't using up all the slots, so there must
3003 * be another. If so, and it the new item doesn't need all
3004 * the slots, the player then has a choice.
3005 */
3006 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3007 && abs (op->slot[i].info) < who->slot[i].info)
3008 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3009
3010 /* Does unequippint 'tmp1' free up enough slots for this to be
3011 * equipped? If not, there must be something else to unapply.
3012 */
3013 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3014 retval |= CAN_APPLY_UNAPPLY_MULT;
3015 }
3016 } /* if not enough free slots */
3017 } /* if this object uses location i */
3018 } /* for i -> num_body_locations loop */
3019
3020 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3021 * really be controlled by use of body locations. We do have
3022 * the weapon/shield checks, and the range checks for monsters,
3023 * because you can't control those just by body location - bows, shields,
3024 * and weapons all use the same slot. Similar for horn/rod/wand - they
3025 * all use the same location.
3026 */
3027 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3028 retval |= CAN_APPLY_RESTRICTION;
3029
3030 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3031 retval |= CAN_APPLY_RESTRICTION;
3032
3033 if (who->type != PLAYER)
3034 {
3035 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3036 retval |= CAN_APPLY_RESTRICTION;
3037
3038 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3039 retval |= CAN_APPLY_RESTRICTION;
3040
3041 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3042 retval |= CAN_APPLY_RESTRICTION;
3043
3044 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3045 retval |= CAN_APPLY_RESTRICTION;
3046 }
3047
3048 return retval;
3049 }
3050
3051 /**
3052 * who is the object using the object. It can be a monster.
3053 * op is the object they are using. op is an equipment type item,
3054 * eg, one which you put on and keep on for a while, and not something
3055 * like a potion or scroll.
3056 *
3057 * function returns 1 if the action could not be completed, 0 on
3058 * success. However, success is a matter of meaning - if the
3059 * user passes the 'apply' flag to an object already applied,
3060 * nothing is done, and 0 is returned.
3061 *
3062 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3063 * AP_UNAPPLY=always unapply).
3064 *
3065 * Optional flags:
3066 * AP_NO_MERGE: don't merge an unapplied object with other objects
3067 * AP_IGNORE_CURSE: unapply cursed items
3068 * AP_NO_READY: do not ready skills when applying skill tools
3069 *
3070 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3071 *
3072 * apply_special() doesn't check for unpaid items.
3073 */
3074
3075 #define LACK_ITEM_POWER \
3076 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3077
3078 int
3079 apply_special (object *who, object *op, int aflags)
3080 {
3081 int basic_flag = aflags & AP_BASIC_FLAGS;
3082 object *tmp, *tmp2, *skop = NULL;
3083
3084 if (who == NULL)
3085 {
3086 LOG (llevError, "apply_special() from object without environment.\n");
3087 return 1;
3088 }
3089
3090 if (op->env != who)
3091 return 1; /* op is not in inventory */
3092
3093 /* trying to unequip op */
3094 if (QUERY_FLAG (op, FLAG_APPLIED))
3095 {
3096 /* always apply, so no reason to unapply */
3097 if (basic_flag == AP_APPLY)
3098 return 0;
3099
3100 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3101 {
3102 new_draw_info_format (NDI_UNIQUE, 0, who,
3103 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3104 query_name (op));
3105 return 1;
3106 }
3107
3108 return unapply_special (who, op, aflags);
3109 }
3110
3111 if (basic_flag == AP_UNAPPLY)
3112 return 0;
3113
3114 // if the item is combat/ranged, wield the relevant slot first
3115 // to resolve conflicts.
3116 if (player *pl = who->contr)
3117 switch (op->slottype ())
3118 {
3119 case slot_combat: who->change_weapon (pl->combat_ob); break;
3120 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3121 }
3122
3123 splay (op);
3124
3125 /* Can't just apply this object. Lets see what not and what to do */
3126 if (int i = can_apply_object (who, op))
3127 {
3128 if (i & CAN_APPLY_NEVER)
3129 {
3130 new_draw_info_format (NDI_UNIQUE, 0, who,
3131 "You don't have the body to use a %s. H<You can never apply this item.>",
3132 query_name (op));
3133 return 1;
3134 }
3135 else if (i & CAN_APPLY_RESTRICTION)
3136 {
3137 new_draw_info_format (NDI_UNIQUE, 0, who,
3138 "You have a prohibition against using a %s. "
3139 "H<Your belief, profession or class prevents you from applying this item.>",
3140 query_name (op));
3141 return 1;
3142 }
3143
3144 if (who->type != PLAYER)
3145 {
3146 /* Some error, so don't try to equip something more */
3147 if (unapply_for_ob (who, op, aflags))
3148 return 1;
3149 }
3150 else
3151 {
3152 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3153 {
3154 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3155 unapply_for_ob (who, op, AP_PRINT);
3156 return 1;
3157 }
3158 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3159 if (unapply_for_ob (who, op, aflags))
3160 return 1;
3161 }
3162 }
3163
3164 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3165 {
3166 skop = find_skill_by_name (who, op->skill);
3167
3168 if (!skop)
3169 {
3170 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3171 return 1;
3172 }
3173 else
3174 /* While experience will be credited properly, we want to change the
3175 * skill so that the dam and wc get updated
3176 */
3177 who->change_skill (skop);
3178 }
3179
3180 if (who->type == PLAYER
3181 && op->item_power
3182 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3183 {
3184 new_draw_info (NDI_UNIQUE, 0, who,
3185 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3186 return 1;
3187 }
3188
3189 /* Ok. We are now at the state where we can apply the new object.
3190 * Note that we don't have the checks for can_use_...
3191 * below - that is already taken care of by can_apply_object.
3192 */
3193 if (op->nrof > 1)
3194 tmp = get_split_ob (op, op->nrof - 1);
3195 else
3196 tmp = 0;
3197
3198 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3199 return RESULT_INT (0);
3200
3201 switch (op->type)
3202 {
3203 case WEAPON:
3204 if (!check_weapon_power (who, op->last_eat))
3205 {
3206 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3207 "It would consume your soul!." LACK_ITEM_POWER);
3208
3209 if (tmp)
3210 insert_ob_in_ob (tmp, who);
3211
3212 return 1;
3213 }
3214
3215 //TODO: this obviously fails for players using a shorter prefix
3216 // i.e. "R" can use Ragnarok's sword.
3217 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3218 {
3219 /* if the weapon does not have the name as the character, can't use it. */
3220 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3221 new_draw_info (NDI_UNIQUE, 0, who,
3222 "The weapon does not recognize you as its owner. "
3223 "H<Its name indicates that it belongs to somebody else.>");
3224
3225 if (tmp)
3226 insert_ob_in_ob (tmp, who);
3227
3228 return 1;
3229 }
3230
3231 if (!skop)
3232 {
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3234 return 1;
3235 }
3236
3237 SET_FLAG (op, FLAG_APPLIED);
3238 who->change_skill (skop);
3239
3240 if (who->contr)
3241 who->change_weapon (who->contr->combat_ob = op);
3242
3243 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3244
3245 SET_FLAG (who, FLAG_READY_WEAPON);
3246 change_abil (who, op);
3247 break;
3248
3249 case ARMOUR:
3250 case HELMET:
3251 case SHIELD:
3252 case BOOTS:
3253 case GLOVES:
3254 case GIRDLE:
3255 case BRACERS:
3256 case CLOAK:
3257 case RING:
3258 case AMULET:
3259 SET_FLAG (op, FLAG_APPLIED);
3260 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3261 change_abil (who, op);
3262 break;
3263
3264 case LAMP:
3265 if (op->stats.food < 1)
3266 {
3267 new_draw_info_format (NDI_UNIQUE, 0, who,
3268 "Your %s is out of fuel! "
3269 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3270 return 1;
3271 }
3272
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3274 tmp2 = arch_to_object (op->other_arch);
3275 tmp2->stats.food = op->stats.food;
3276 SET_FLAG (tmp2, FLAG_APPLIED);
3277
3278 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3279 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3280
3281 insert_ob_in_ob (tmp2, who);
3282
3283 /* Remove the old lantern */
3284 if (who->type == PLAYER)
3285 esrv_del_item (who->contr, op->count);
3286
3287 op->destroy ();
3288
3289 /* insert the portion that was split off */
3290 if (tmp)
3291 {
3292 insert_ob_in_ob (tmp, who);
3293 if (who->type == PLAYER)
3294 esrv_send_item (who, tmp);
3295 }
3296
3297 who->update_stats ();
3298
3299 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3300 if (who->type == PLAYER)
3301 {
3302 new_draw_info (NDI_UNIQUE, 0, who,
3303 "Oops, it feels deadly cold! "
3304 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3305 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3306 }
3307
3308 if (who->type == PLAYER)
3309 esrv_send_item (who, tmp2);
3310
3311 return 0;
3312
3313 case SKILL_TOOL:
3314 // applying a skill tool also readies the skill
3315 SET_FLAG (op, FLAG_APPLIED);
3316
3317 if (!(aflags & AP_NO_READY))
3318 {
3319 skop = find_skill_by_name (who, op->skill);
3320 if (!skop->flag [FLAG_APPLIED])
3321 apply_special (who, skop, AP_APPLY);
3322 }
3323 break;
3324
3325 case SKILL:
3326 if (player *pl = who->contr)
3327 {
3328 if (IS_COMBAT_SKILL (op->subtype))
3329 {
3330 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3331 {
3332 for (object *item = who->inv; item; item = item->below)
3333 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3334 {
3335 if (item->skill == op->skill)
3336 {
3337 who->change_weapon (pl->combat_ob = item);
3338 goto found_weapon;
3339 }
3340 }
3341
3342 new_draw_info_format (NDI_UNIQUE, 0, who,
3343 "You need to apply a '%s' melee weapon before readying this skill. "
3344 "H<Some skills need an item, in this case a melee weapon, to function.>",
3345 &op->skill);
3346 return 1;
3347
3348 found_weapon:;
3349 }
3350 else
3351 who->change_weapon (pl->combat_ob = op);
3352 }
3353 else if (IS_RANGED_SKILL (op->subtype))
3354 {
3355 if (skill_flags [op->subtype] & SF_NEED_BOW)
3356 {
3357 for (object *item = who->inv; item; item = item->below)
3358 if (item->type == BOW && item->flag [FLAG_APPLIED])
3359 {
3360 //TODO: bows should/must all have skill missile weapon right now
3361 who->change_weapon (pl->ranged_ob = item);
3362 goto found_bow;
3363 }
3364
3365 new_draw_info (NDI_UNIQUE, 0, who,
3366 "You need to apply a missile weapon before readying this skill. "
3367 "H<Some skills need an item, in this case a missile weapon, to function.>");
3368 return 1;
3369
3370 found_bow:;
3371 }
3372 else
3373 who->change_weapon (pl->ranged_ob = op);
3374 }
3375
3376 if (!op->invisible)
3377 {
3378 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3379 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3380 }
3381 else
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3383 }
3384 else
3385 {
3386 SET_FLAG (op, FLAG_APPLIED);
3387 change_abil (who, op);
3388 who->chosen_skill = op;
3389 SET_FLAG (who, FLAG_READY_SKILL);
3390 }
3391
3392 break;
3393
3394 case BOW:
3395 if (!check_weapon_power (who, op->last_eat))
3396 {
3397 new_draw_info (NDI_UNIQUE, 0, who,
3398 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3399
3400 if (tmp)
3401 insert_ob_in_ob (tmp, who);
3402
3403 return 1;
3404 }
3405
3406 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407 {
3408 new_draw_info (NDI_UNIQUE, 0, who,
3409 "The weapon does not recognize you as its owner. "
3410 "H<Its name indicates that it belongs to somebody else.>");
3411 if (tmp)
3412 insert_ob_in_ob (tmp, who);
3413
3414 return 1;
3415 }
3416
3417 /*FALLTHROUGH*/
3418 case WAND:
3419 case ROD:
3420 case HORN:
3421 /* check for skill, alter player status */
3422
3423 if (!skop)
3424 {
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3426 return 1;
3427 }
3428
3429 SET_FLAG (op, FLAG_APPLIED);
3430 who->change_skill (skop);
3431
3432 if (who->contr)
3433 {
3434 who->contr->ranged_ob = op;
3435
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3437
3438 if (op->type == BOW)
3439 {
3440 who->current_weapon = op;
3441 change_abil (who, op);
3442 new_draw_info_format (NDI_UNIQUE, 0, who,
3443 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3444 }
3445 }
3446 else
3447 {
3448 if (op->type == BOW)
3449 SET_FLAG (who, FLAG_READY_BOW);
3450 else
3451 SET_FLAG (who, FLAG_READY_RANGE);
3452 }
3453
3454 break;
3455
3456 case BUILDER:
3457 if (who->type == PLAYER)
3458 {
3459 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3460 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3461 unapply_special (who, who->contr->ranged_ob, 0);
3462
3463 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3464
3465 who->contr->ranged_ob = op;
3466 }
3467 break;
3468
3469 default:
3470 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3471 } /* end of switch op->type */
3472
3473 SET_FLAG (op, FLAG_APPLIED);
3474
3475 if (tmp)
3476 tmp = insert_ob_in_ob (tmp, who);
3477
3478 who->update_stats ();
3479
3480 /* We exclude spell casting objects. The fire code will set the
3481 * been applied flag when they are used - until that point,
3482 * you don't know anything about them.
3483 */
3484 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3485 SET_FLAG (op, FLAG_BEEN_APPLIED);
3486
3487 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3488 if (who->type == PLAYER)
3489 {
3490 new_draw_info (NDI_UNIQUE, 0, who,
3491 "Oops, it feels deadly cold! "
3492 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3493 SET_FLAG (op, FLAG_KNOWN_CURSED);
3494 }
3495
3496 if (who->type == PLAYER)
3497 {
3498 /* if multiple objects were applied, update both slots */
3499 if (tmp)
3500 esrv_send_item (who, tmp);
3501
3502 esrv_send_item (who, op);
3503 }
3504
3505 return 0;
3506 }
3507
3508 int
3509 monster_apply_special (object *who, object *op, int aflags)
3510 {
3511 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3512 return 1;
3513
3514 return apply_special (who, op, aflags);
3515 }
3516
3517 /**
3518 * Map was just loaded, handle op's initialisation.
3519 *
3520 * Generates shop floor's item, and treasures.
3521 */
3522 int
3523 auto_apply (object *op)
3524 {
3525 object *tmp = NULL, *tmp2;
3526 int i;
3527
3528 switch (op->type)
3529 {
3530 case SHOP_FLOOR:
3531 if (!op->has_random_items ())
3532 return 0;
3533
3534 do
3535 {
3536 i = 10; /* let's give it 10 tries */
3537 while ((tmp = generate_treasure (op->randomitems,
3538 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3539 if (tmp == NULL)
3540 return 0;
3541 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3542 {
3543 tmp->destroy ();
3544 tmp = NULL;
3545 }
3546 }
3547 while (!tmp);
3548
3549 tmp->x = op->x;
3550 tmp->y = op->y;
3551 SET_FLAG (tmp, FLAG_UNPAID);
3552 insert_ob_in_map (tmp, op->map, NULL, 0);
3553 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3554 identify (tmp);
3555 break;
3556
3557 case TREASURE:
3558 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3559 return 0;
3560
3561 while (op->stats.hp-- > 0)
3562 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564
3565 /* If we generated an object and put it in this object inventory,
3566 * move it to the parent object as the current object is about
3567 * to disappear. An example of this item is the random_* stuff
3568 * that is put inside other objects.
3569 */
3570 for (tmp = op->inv; tmp; tmp = tmp2)
3571 {
3572 tmp2 = tmp->below;
3573 tmp->remove ();
3574
3575 if (op->env)
3576 insert_ob_in_ob (tmp, op->env);
3577 else
3578 tmp->destroy ();
3579 }
3580
3581 op->destroy ();
3582 break;
3583 }
3584 return tmp ? 1 : 0;
3585 }
3586
3587 /**
3588 * fix_auto_apply goes through the entire map every time a map
3589 * is loaded or swapped in and performs special actions for
3590 * certain objects (most initialization of chests and creation of
3591 * treasures and stuff). Calls auto_apply if appropriate.
3592 */
3593 void
3594 maptile::fix_auto_apply ()
3595 {
3596 if (!spaces)
3597 return;
3598
3599 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3600 for (object *tmp = ms->bot; tmp; )
3601 {
3602 object *above = tmp->above;
3603
3604 if (tmp->inv)
3605 {
3606 object *invtmp, *invnext;
3607
3608 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3609 {
3610 invnext = invtmp->below;
3611
3612 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3613 auto_apply (invtmp);
3614 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3615 {
3616 while ((invtmp->stats.hp--) > 0)
3617 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3618
3619 invtmp->randomitems = NULL;
3620 }
3621 else if (invtmp && invtmp->arch
3622 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3623 {
3624 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3625 /* Need to clear this so that we never try to create
3626 * treasure again for this object
3627 */
3628 invtmp->randomitems = NULL;
3629 }
3630 }
3631 /* This is really temporary - the code at the bottom will
3632 * also set randomitems to null. The problem is there are bunches
3633 * of maps/players already out there with items that have spells
3634 * which haven't had the randomitems set to null yet.
3635 * MSW 2004-05-13
3636 *
3637 * And if it's a spellbook, it's better to set randomitems to NULL too,
3638 * else you get two spells in the book ^_-
3639 * Ryo 2004-08-16
3640 */
3641 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3642 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3643 tmp->randomitems = NULL;
3644
3645 }
3646
3647 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3648 auto_apply (tmp);
3649 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3650 {
3651 while ((tmp->stats.hp--) > 0)
3652 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3653 tmp->randomitems = NULL;
3654 }
3655 else if (tmp->type == TIMED_GATE)
3656 {
3657 object *head = tmp->head != NULL ? tmp->head : tmp;
3658
3659 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3660 tmp->set_speed (0);
3661 }
3662 /* This function can be called everytime a map is loaded, even when
3663 * swapping back in. As such, we don't want to create the treasure
3664 * over and ove again, so after we generate the treasure, blank out
3665 * randomitems so if it is swapped in again, it won't make anything.
3666 * This is a problem for the above objects, because they have counters
3667 * which say how many times to make the treasure.
3668 */
3669 else if (tmp && tmp->arch && tmp->type != PLAYER
3670 && tmp->type != TREASURE && tmp->type != SPELL
3671 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3672 {
3673 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3674 tmp->randomitems = NULL;
3675 }
3676
3677 // close all containers
3678 else if (tmp->type == CONTAINER)
3679 tmp->flag [FLAG_APPLIED] = 0;
3680
3681 tmp = above;
3682 }
3683
3684 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3685 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3686 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3687 check_trigger (tmp, tmp->above);
3688 }
3689
3690 /**
3691 * Handles player eating food that temporarily changes status (resistances, stats).
3692 * This used to call cast_change_attr(), but
3693 * that doesn't work with the new spell code. Since we know what
3694 * the food changes, just grab a force and use that instead.
3695 */
3696 void
3697 eat_special_food (object *who, object *food)
3698 {
3699 object *force;
3700 int i, did_one = 0;
3701
3702 force = get_archetype (FORCE_NAME);
3703
3704 for (i = 0; i < NUM_STATS; i++)
3705 if (sint8 k = food->stats.stat (i))
3706 {
3707 force->stats.stat (i) = k;
3708 did_one = 1;
3709 }
3710
3711 /* check if we can protect the eater */
3712 for (i = 0; i < NROFATTACKS; i++)
3713 {
3714 if (food->resist[i] > 0)
3715 {
3716 force->resist[i] = food->resist[i] / 2;
3717 did_one = 1;
3718 }
3719 }
3720
3721 if (did_one)
3722 {
3723 force->set_speed (0.1);
3724 /* bigger morsel of food = longer effect time */
3725 force->duration = food->stats.food / 5;
3726 SET_FLAG (force, FLAG_APPLIED);
3727 change_abil (who, force);
3728 insert_ob_in_ob (force, who);
3729 }
3730 else
3731 force->destroy ();
3732
3733 /* check for hp, sp change */
3734 if (food->stats.hp != 0)
3735 {
3736 if (QUERY_FLAG (food, FLAG_CURSED))
3737 {
3738 assign (who->contr->killer, food->name);
3739 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3740 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3741 }
3742 else
3743 {
3744 if (food->stats.hp > 0)
3745 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3746 else
3747 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3748 who->stats.hp += food->stats.hp;
3749 }
3750 }
3751 if (food->stats.sp != 0)
3752 {
3753 if (QUERY_FLAG (food, FLAG_CURSED))
3754 {
3755 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3756 who->stats.sp -= food->stats.sp;
3757 if (who->stats.sp < 0)
3758 who->stats.sp = 0;
3759 }
3760 else
3761 {
3762 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3763 who->stats.sp += food->stats.sp;
3764 /* place limit on max sp from food? */
3765 }
3766 }
3767 who->update_stats ();
3768 }
3769
3770 /**
3771 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t.
3774 */
3775 void
3776 apply_lighter (object *who, object *lighter)
3777 {
3778 object *item;
3779 int is_player_env = 0;
3780
3781 item = find_marked_object (who);
3782 if (item)
3783 {
3784 if (lighter->last_eat && lighter->stats.food)
3785 { /* lighter gets used up */
3786 /* Split multiple lighters if they're being used up. Otherwise *
3787 * one charge from each would be used up. --DAMN */
3788 if (lighter->nrof > 1)
3789 {
3790 object *oneLighter = lighter->clone ();
3791
3792 lighter->nrof -= 1;
3793 oneLighter->nrof = 1;
3794 oneLighter->stats.food--;
3795 esrv_send_item (who, lighter);
3796 oneLighter = insert_ob_in_ob (oneLighter, who);
3797 esrv_send_item (who, oneLighter);
3798 }
3799 else
3800 lighter->stats.food--;
3801 }
3802 else if (lighter->last_eat)
3803 { /* no charges left in lighter */
3804 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3805 return;
3806 }
3807
3808 /* Perhaps we should split what we are trying to light on fire?
3809 * I can't see many times when you would want to light multiple
3810 * objects at once.
3811 */
3812
3813 if (who == item->in_player ())
3814 is_player_env = 1;
3815
3816 save_throw_object (item, AT_FIRE, who);
3817
3818 if (item->destroyed ())
3819 {
3820 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3821 /* Need to update the player so that the players glow radius
3822 * gets changed.
3823 */
3824 if (is_player_env)
3825 who->update_stats ();
3826 }
3827 else
3828 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3829 }
3830 else /* nothing to light */
3831 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3832
3833 }
3834
3835 /**
3836 * op made some mistake with a scroll, this takes care of punishment.
3837 * scroll_failure()- hacked directly from spell_failure
3838 */
3839 void
3840 scroll_failure (object *op, int failure, int power)
3841 {
3842 if (abs (failure / 4) > power)
3843 power = abs (failure / 4); /* set minimum effect */
3844
3845 if (failure <= -1 && failure > -15)
3846 { /* wonder */
3847 object *tmp;
3848
3849 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3850 tmp = get_archetype (SPELL_WONDER);
3851 cast_wonder (op, op, 0, tmp);
3852 tmp->destroy ();
3853 }
3854 else if (failure <= -15 && failure > -35)
3855 { /* drain mana */
3856 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3857 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3858 if (op->stats.sp < 0)
3859 op->stats.sp = 0;
3860 }
3861 else if (settings.spell_failure_effects == TRUE)
3862 {
3863 if (failure <= -35 && failure > -60)
3864 { /* confusion */
3865 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3866 confuse_player (op, op, power);
3867 }
3868 else if (failure <= -60 && failure > -70)
3869 { /* paralysis */
3870 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3871 paralyze_player (op, op, power);
3872 }
3873 else if (failure <= -70 && failure > -80)
3874 { /* blind */
3875 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876 blind_player (op, op, power);
3877 }
3878 else if (failure <= -80)
3879 { /* blast the immediate area */
3880 object *tmp = get_archetype (LOOSE_MANA);
3881 cast_magic_storm (op, tmp, power);
3882 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3883 tmp->destroy ();
3884 }
3885 }
3886 }
3887
3888 void
3889 apply_changes_to_player (object *pl, object *change)
3890 {
3891 int excess_stat = 0; /* if the stat goes over the maximum
3892 for the race, put the excess stat some
3893 where else. */
3894
3895 switch (change->type)
3896 {
3897 case CLASS:
3898 {
3899 living *stats = &(pl->contr->orig_stats);
3900 living *ns = &(change->stats);
3901 object *walk;
3902 int flag_change_face = 1;
3903
3904 /* the following code assigns stats up to the stat max
3905 * for the race, and if the stat max is exceeded,
3906 * tries to randomly reassign the excess stat
3907 */
3908 int i, j;
3909
3910 for (i = 0; i < NUM_STATS; i++)
3911 {
3912 int race_bonus = pl->arch->stats.stat (i);
3913 sint8 stat = stats->stat (i) + ns->stat (i);
3914
3915 if (stat > 20 + race_bonus)
3916 {
3917 excess_stat++;
3918 stat = 20 + race_bonus;
3919 }
3920
3921 stats->stat (i) = stat;
3922 }
3923
3924 for (j = 0; excess_stat > 0 && j < 100; j++)
3925 { /* try 100 times to assign excess stats */
3926 int i = rndm (0, 6);
3927
3928 if (i == CHA)
3929 continue; /* exclude cha from this */
3930
3931 int stat = stats->stat (i);
3932 int race_bonus = pl->arch->stats.stat (i);
3933 if (stat < 20 + race_bonus)
3934 {
3935 change_attr_value (stats, i, 1);
3936 excess_stat--;
3937 }
3938 }
3939
3940 /* insert the randomitems from the change's treasurelist into
3941 * the player ref: player.c
3942 */
3943 if (change->randomitems != NULL)
3944 give_initial_items (pl, change->randomitems);
3945
3946 /* set up the face, for some races. */
3947
3948 /* first, look for the force object banning
3949 * changing the face. Certain races never change face with class.
3950 */
3951 for (walk = pl->inv; walk != NULL; walk = walk->below)
3952 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3953 flag_change_face = 0;
3954
3955 if (flag_change_face)
3956 {
3957 pl->animation_id = GET_ANIM_ID (change);
3958 pl->face = change->face;
3959
3960 if (QUERY_FLAG (change, FLAG_ANIMATE))
3961 SET_FLAG (pl, FLAG_ANIMATE);
3962 else
3963 CLEAR_FLAG (pl, FLAG_ANIMATE);
3964 }
3965
3966 /* check the special case of can't use weapons */
3967 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3968 if (!strcmp (change->name, "monk"))
3969 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3970
3971 break;
3972 }
3973 }
3974 }
3975
3976 /**
3977 * This handles items of type 'transformer'.
3978 * Basically those items, used with a marked item, transform both items into something
3979 * else.
3980 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3981 * Change information is contained in the 'slaying' field of the marked item.
3982 * The format is as follow: transformer:[number ]yield[;transformer:...].
3983 * This way an item can be transformed in many things, and/or many objects.
3984 * The 'slaying' field for transformer is used as verb for the action.
3985 */
3986 void
3987 apply_item_transformer (object *pl, object *transformer)
3988 {
3989 object *marked;
3990 object *new_item;
3991 char *find;
3992 char *separator;
3993 int yield;
3994 char got[MAX_BUF];
3995 int len;
3996
3997 if (!pl || !transformer)
3998 return;
3999
4000 marked = find_marked_object (pl);
4001
4002 if (!marked)
4003 {
4004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4005 return;
4006 }
4007
4008 if (!marked->slaying)
4009 {
4010 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4011 return;
4012 }
4013
4014 /* check whether they are compatible or not */
4015 find = strstr (marked->slaying, transformer->arch->archname);
4016 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4017 {
4018 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4019 return;
4020 }
4021
4022 find += strlen (transformer->arch->archname) + 1;
4023 /* Item can be used, now find how many and what it yields */
4024 if (isdigit (*(find)))
4025 {
4026 yield = atoi (find);
4027 if (yield < 1)
4028 {
4029 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4030 yield = 1;
4031 }
4032 }
4033 else
4034 yield = 1;
4035
4036 while (isdigit (*find))
4037 find++;
4038 while (*find == ' ')
4039 find++;
4040
4041 memset (got, 0, MAX_BUF);
4042
4043 if ((separator = strchr (find, ';')) != NULL)
4044 len = separator - find;
4045 else
4046 len = strlen (find);
4047
4048 if (len > MAX_BUF - 1)
4049 len = MAX_BUF - 1;
4050
4051 strcpy (got, find);
4052 got[len] = '\0';
4053
4054 /* Now create new item, remove used ones when required. */
4055 new_item = get_archetype (got);
4056 if (!new_item)
4057 {
4058 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4059 return;
4060 }
4061
4062 new_item->nrof = yield;
4063 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4064 insert_ob_in_ob (new_item, pl);
4065 esrv_send_inventory (pl, pl);
4066 /* Eat up one item */
4067 decrease_ob_nr (marked, 1);
4068
4069 /* Eat one transformer if needed */
4070 if (transformer->stats.food)
4071 if (--transformer->stats.food == 0)
4072 decrease_ob_nr (transformer, 1);
4073 }