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/cvs/deliantra/server/server/apply.C
Revision: 1.110
Committed: Sun Jun 24 04:09:29 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.109: +16 -4 lines
Log Message:
first rough cut of msg rewriting, introducing cfpod, a haxored pod variant for crossfire messgaes. where will it end?

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 it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 /* Want this regardless of rplay. */
36 #include <sounds.h>
37
38 /**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42 int
43 should_director_abort (object *op, object *victim)
44 {
45 int arch_flag, name_flag, race_flag;
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 {
59 arch_flag = (op->subtype & 1);
60 name_flag = (op->subtype & 2);
61 race_flag = (op->subtype & 4);
62 }
63 else
64 {
65 arch_flag = 1;
66 name_flag = 1;
67 race_flag = 1;
68 }
69
70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78
79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88 }
89
90 /**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95 static int
96 apply_id_altar (object *money, object *altar, object *pl)
97 {
98 object *id, *marked;
99 int success = 0;
100
101 if (pl == NULL || pl->type != PLAYER)
102 return 0;
103
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be.
106 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0;
109
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory.
113 */
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 {
116 if (operate_altar (altar, &money))
117 {
118 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
120 if (marked->msg)
121 {
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124 }
125 return money == NULL;
126 }
127 }
128
129 for (id = pl->inv; id; id = id->below)
130 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 {
133 if (operate_altar (altar, &money))
134 {
135 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137 if (id->msg)
138 {
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break;
146 }
147 else
148 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break;
151 }
152 }
153 }
154 if (!success)
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
156 return money == NULL;
157 }
158
159 /**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163 static void
164 handle_apply_yield (object *tmp)
165 {
166 const char *yield;
167
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186 }
187
188 /**
189 * Handles applying a potion.
190 */
191 int
192 apply_potion (object *op, object *tmp)
193 {
194 int got_one = 0, i;
195 object *force = 0, *floor = 0;
196
197 floor = GET_MAP_OB (op->map, op->x, op->y);
198
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0;
205 }
206
207 if (op->type == PLAYER)
208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
209 identify (tmp);
210
211 handle_apply_yield (tmp);
212
213 /* Potion of restoration - only for players */
214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215 {
216 object *depl;
217 archetype *at;
218
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 {
221 op->drain_stat ();
222 op->update_stats ();
223 decrease_ob (tmp);
224 return 1;
225 }
226
227 if (!(at = archetype::find (ARCH_DEPLETION)))
228 {
229 LOG (llevError, "Could not find archetype depletion\n");
230 return 0;
231 }
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
245
246 decrease_ob (tmp);
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267 if (op->contr->levgrace[i] != 1)
268 {
269 op->contr->levgrace[i] = 1;
270 break;
271 }
272 }
273 else
274 {
275 if (op->contr->levhp[i] < 9)
276 {
277 op->contr->levhp[i] = 9;
278 break;
279 }
280 if (op->contr->levsp[i] < 6)
281 {
282 op->contr->levsp[i] = 6;
283 break;
284 }
285 if (op->contr->levgrace[i] < 3)
286 {
287 op->contr->levgrace[i] = 3;
288 break;
289 }
290 }
291 }
292
293 /* Just makes checking easier */
294 if (i < MIN (11, op->level))
295 got_one = 1;
296
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 {
299 if (got_one)
300 {
301 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 }
309 else
310 { /* cursed potion */
311 if (got_one)
312 {
313 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 }
316 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 }
319
320 decrease_ob (tmp);
321 return 1;
322 }
323
324
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
326 * and heroism all fit into this category. Given the spell object code,
327 * there is no limit to the number of spells that potions can be cast,
328 * but direction is problematic to try and imbue fireball potions for example.
329 */
330 if (tmp->inv)
331 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 {
334 object *fball;
335
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 }
345 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347
348 decrease_ob (tmp);
349 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats ();
352 return 1;
353 }
354
355 /* Deal with protection potions */
356 force = NULL;
357 for (i = 0; i < NROFATTACKS; i++)
358 {
359 if (tmp->resist[i])
360 {
361 if (!force)
362 force = get_archetype (FORCE_NAME);
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */
366 }
367 }
368 /* This is a protection potion */
369 if (force)
370 {
371 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373 {
374 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 }
379
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409 }
410
411 /****************************************************************************
412 * Weapon improvement code follows
413 ****************************************************************************/
414
415 /**
416 * This returns the sum of nrof of item (arch name).
417 */
418 static int
419 check_item (object *op, const char *item)
420 {
421 int count = 0;
422
423
424 if (item == NULL)
425 return 0;
426
427 op = op->below;
428 while (op != NULL)
429 {
430 if (strcmp (op->arch->archname, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
443 }
444
445 return count;
446 }
447
448 /**
449 * This removes 'nrof' of what item->slaying says to remove.
450 * op is typically the player, which is only
451 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects.
453 */
454 static void
455 eat_item (object *op, const char *item, uint32 nrof)
456 {
457 object *prev;
458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->archname, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
478 prev = op;
479 op = op->below;
480 }
481 }
482
483 /**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490 static int
491 check_weapon_power (const object *who, int improvs)
492 {
493
494 /* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498 #if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504 #else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532 #endif
533 }
534
535 /**
536 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */
539 static int
540 check_sacrifice (object *op, const object *improver)
541 {
542 int count = 0;
543
544 if (improver->slaying != NULL)
545 {
546 count = check_item (op, improver->slaying);
547 if (count < 1)
548 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0;
554 }
555 }
556 else
557 count = 1;
558
559 return count;
560 }
561
562 /**
563 * Actually improves the weapon, and tells user.
564 */
565 int
566 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
567 {
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count;
571 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577 return 1;
578 }
579
580 /* Types of improvements, hidden in the sp field. */
581 #define IMPROVE_PREPARE 1
582 #define IMPROVE_DAMAGE 2
583 #define IMPROVE_WEIGHT 3
584 #define IMPROVE_ENCHANT 4
585 #define IMPROVE_STR 5
586 #define IMPROVE_DEX 6
587 #define IMPROVE_CON 7
588 #define IMPROVE_WIS 8
589 #define IMPROVE_CHA 9
590 #define IMPROVE_INT 10
591 #define IMPROVE_POW 11
592
593
594 /**
595 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on.
597 */
598
599 int
600 prepare_weapon (object *op, object *improver, object *weapon)
601 {
602 int sacrifice_count, i;
603 char buf[MAX_BUF];
604
605 if (weapon->level != 0)
606 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 return 0;
609 }
610 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i])
612 break;
613
614 /* If we break out, i will be less than nrofattacks, preventing
615 * improvement of items that already have protections.
616 */
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */
621 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 return 0;
624 }
625 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0)
627 return 0;
628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count);
631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */
638 decrease_ob (improver);
639 weapon->last_eat = 0;
640 return 1;
641 }
642
643
644 /**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason.
648 *
649 * Checks if weapon was prepared, if enough potions on the floor, ...
650 *
651 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve
654 */
655 int
656 improve_weapon (object *op, object *improver, object *weapon)
657 {
658 int sacrifice_count, sacrifice_needed = 0;
659
660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon);
663 }
664 if (weapon->level == 0)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667 return 0;
668 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672 return 0;
673 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679 return 0;
680 }
681 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved.
685 */
686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
688 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691 weapon->last_eat++;
692
693 weapon->item_power++;
694 decrease_ob (improver);
695 return 1;
696 }
697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
699 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1)
702 weapon->weight = 1;
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704 weapon->last_eat++;
705 weapon->item_power++;
706 decrease_ob (improver);
707 return 1;
708 }
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714 decrease_ob (improver);
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730 return 0;
731 }
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 }
754 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0;
756 }
757
758 /**
759 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work.
762 */
763 int
764 check_improve_weapon (object *op, object *tmp)
765 {
766 object *otmp;
767
768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 return 0;
775 }
776
777 otmp = find_marked_object (op);
778 if (!otmp)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 return 0;
782 }
783
784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 return 0;
788 }
789
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp);
793 return 1;
794 }
795
796 /**
797 * This code deals with the armour improvment scrolls.
798 * Change limits on improvement - let players go up to
799 * +5 no matter what level, but they are limited by item
800 * power.
801 * Try to use same improvement code as in the common/treasure.c
802 * file, so that if you make a +2 full helm, it will be just
803 * the same as one you find in a shop.
804 *
805 * deprecated comment:
806 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807 * only 'enchantment' of armour is possible - improving
808 * the stats of a player w/ armour as well as a weapon
809 * will probably horribly unbalance the game. Magic enchanting
810 * depends on the level of the character - ie the plus
811 * value (magic) of the armour can never be increased beyond
812 * the level of the character / 10 -- rounding upish, nor may
813 * the armour value of the piece of equipment exceed either
814 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now.
817 */
818 int
819 improve_armour (object *op, object *improver, object *armour)
820 {
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826 return 0;
827 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?)
832 */
833 if (armour->title)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836 return 0;
837 }
838
839 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge.
841 */
842 if (armour->nrof > 1)
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846
847 armour->magic++;
848
849 if (!settings.armor_speed_linear)
850 {
851 int base = 100;
852 int pow = 0;
853
854 while (pow < armour->magic)
855 {
856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++;
858 }
859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * 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 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1439 sound_was_played = 1;
1440 }
1441 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1442 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1443 }
1444 }
1445 goto leave;
1446 }
1447
1448
1449 case CONVERTER:
1450 if (convert_item (victim, trap) < 0)
1451 {
1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1453 get_archetype ("burnout")->insert_at (trap, trap);
1454 }
1455
1456 goto leave;
1457
1458 case TRIGGER_BUTTON:
1459 case TRIGGER_PEDESTAL:
1460 case TRIGGER_ALTAR:
1461 check_trigger (trap, victim);
1462 goto leave;
1463
1464 case DEEP_SWAMP:
1465 walk_on_deep_swamp (trap, victim);
1466 goto leave;
1467
1468 case CHECK_INV:
1469 check_inv (victim, trap);
1470 goto leave;
1471
1472 case HOLE:
1473 /* Hole not open? */
1474 if (trap->stats.wc > 0)
1475 goto leave;
1476
1477 /* Is this a multipart monster and not the head? If so, return.
1478 * Processing will happen if the head runs into the pit
1479 */
1480 if (victim->head)
1481 goto leave;
1482
1483 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1484 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1485 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1486 goto leave;
1487
1488 case EXIT:
1489 if (victim->type == PLAYER && EXIT_PATH (trap))
1490 {
1491 /* Basically, don't show exits leading to random maps the
1492 * players output.
1493 */
1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 goto leave;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 goto leave;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 goto leave;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 goto leave;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 goto leave;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 {
1529 spring_trap (trap, victim);
1530 }
1531 goto leave;
1532
1533 default:
1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1536 goto leave;
1537 }
1538
1539 leave:
1540 recursion_depth--;
1541 }
1542
1543 /**
1544 * Handles reading a regular (ie not containing a spell) book.
1545 */
1546 static void
1547 apply_book (object *op, object *tmp)
1548 {
1549 int lev_diff;
1550 object *skill_ob;
1551
1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1553 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1555 return;
1556 }
1557 if (tmp->msg == NULL)
1558 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1560 return;
1561 }
1562
1563 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob)
1566 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1568 return;
1569 }
1570 lev_diff = tmp->level - (skill_ob->level + 5);
1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572 {
1573 if (lev_diff < 2)
1574 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1575 else if (lev_diff < 3)
1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1577 else if (lev_diff < 5)
1578 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1579 else if (lev_diff < 8)
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1581 else if (lev_diff < 15)
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1583 else
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1585 return;
1586 }
1587
1588 readable_message_type *msgType = get_readable_message_type (tmp);
1589
1590 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1591 msgType->message_type, msgType->message_subtype,
1592 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1593 long_desc (tmp, op), &tmp->msg);
1594
1595 /* gain xp from reading */
1596 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1597 { /* only if not read before */
1598 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1599
1600 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1601 {
1602 /*exp_gain *= 2; because they just identified it too */
1603 SET_FLAG (tmp, FLAG_IDENTIFIED);
1604
1605 /* If in a container, update how it looks */
1606 if (tmp->env)
1607 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1608 else
1609 op->contr->ns->floorbox_update ();
1610 }
1611
1612 change_exp (op, exp_gain, skill_ob->skill, 0);
1613 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1614 }
1615 }
1616
1617 /**
1618 * Handles the applying of a skill scroll, calling learn_skill straight.
1619 * op is the person learning the skill, tmp is the skill scroll object
1620 */
1621 static void
1622 apply_skillscroll (object *op, object *tmp)
1623 {
1624 switch ((int) learn_skill (op, tmp))
1625 {
1626 case 0:
1627 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1628 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1629 return;
1630
1631 case 1:
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1633 decrease_ob (tmp);
1634 return;
1635
1636 default:
1637 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1638 decrease_ob (tmp);
1639 return;
1640 }
1641 }
1642
1643 /**
1644 * Actually makes op learn spell.
1645 * Informs player of what happens.
1646 */
1647 void
1648 do_learn_spell (object *op, object *spell, int special_prayer)
1649 {
1650 object *tmp;
1651
1652 if (op->type != PLAYER)
1653 {
1654 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1655 return;
1656 }
1657
1658 /* Upgrade special prayers to normal prayers */
1659 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1660 {
1661 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1662 {
1663 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1664 return;
1665 }
1666 return;
1667 }
1668
1669 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1670 tmp = spell->clone ();
1671 insert_ob_in_ob (tmp, op);
1672
1673 if (special_prayer)
1674 SET_FLAG (tmp, FLAG_STARTEQUIP);
1675
1676 esrv_add_spells (op->contr, tmp);
1677 }
1678
1679 /**
1680 * Erases spell from player's inventory.
1681 */
1682 void
1683 do_forget_spell (object *op, const char *spell)
1684 {
1685 object *spob;
1686
1687 if (op->type != PLAYER)
1688 {
1689 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1690 return;
1691 }
1692 if ((spob = check_spell_known (op, spell)) == NULL)
1693 {
1694 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1695 return;
1696 }
1697
1698 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1699 player_unready_range_ob (op->contr, spob);
1700 esrv_remove_spell (op->contr, spob);
1701 spob->destroy ();
1702 }
1703
1704 /**
1705 * Handles player applying a spellbook.
1706 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1707 * stuff like that. Random learning failure too.
1708 */
1709 static void
1710 apply_spellbook (object *op, object *tmp)
1711 {
1712 object *skop, *spell, *spell_skill;
1713
1714 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1715 {
1716 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1717 return;
1718 }
1719
1720 /* artifact_spellbooks have 'slaying' field point to a spell name,
1721 * instead of having their spell stored in stats.sp. These are
1722 * legacy spellbooks
1723 */
1724
1725 if (tmp->slaying != NULL)
1726 {
1727 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1728 if (!spell)
1729 {
1730 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1731 return;
1732 }
1733 else
1734 insert_ob_in_ob (spell, tmp);
1735 tmp->slaying = NULL;
1736 }
1737
1738 skop = find_skill_by_name (op, tmp->skill);
1739
1740 /* need a literacy skill to learn spells. Also, having a literacy level
1741 * lower than the spell will make learning the spell more difficult */
1742 if (!skop)
1743 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1745 return;
1746 }
1747
1748 spell = tmp->inv;
1749
1750 if (!spell)
1751 {
1752 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1753 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1754 return;
1755 }
1756
1757 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1758 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1760 return;
1761 }
1762
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1764
1765 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1766 {
1767 identify (tmp);
1768
1769 if (tmp->env)
1770 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1771 else
1772 op->contr->ns->floorbox_update ();
1773 }
1774
1775 /* I removed the check for special_prayer_mark here - it didn't make
1776 * a lot of sense - special prayers are not found in spellbooks, and
1777 * if the player doesn't know the spell, doesn't make a lot of sense that
1778 * they would have a special prayer mark.
1779 */
1780 if (check_spell_known (op, spell->name))
1781 {
1782 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1783 return;
1784 }
1785
1786 if (spell->skill)
1787 {
1788 spell_skill = find_skill_by_name (op, spell->skill);
1789
1790 if (!spell_skill)
1791 {
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1793 return;
1794 }
1795
1796 if (spell_skill->level < spell->level)
1797 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1799 return;
1800 }
1801 }
1802
1803 /* Logic as follows
1804 *
1805 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1806 *
1807 * 2- The learner's skill level in literacy adjusts the chance to learn
1808 * a spell.
1809 *
1810 * 3 -Automatically fail to learn if you read while confused
1811 *
1812 * Overall, chances are the same but a player will find having a high
1813 * literacy rate very useful! -b.t.
1814 */
1815 if (QUERY_FLAG (op, FLAG_CONFUSED))
1816 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1818 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1819 }
1820 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1821 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1822 {
1823
1824 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1825 do_learn_spell (op, spell, 0);
1826
1827 /* xp gain to literacy for spell learning */
1828 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1829 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1830 }
1831 else
1832 {
1833 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1834 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1835 }
1836
1837 decrease_ob (tmp);
1838 }
1839
1840 /**
1841 * Handles applying a spell scroll.
1842 */
1843 void
1844 apply_scroll (object *op, object *tmp, int dir)
1845 {
1846 object *skop;
1847
1848 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1849 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1851 return;
1852 }
1853
1854 if (!tmp->inv || tmp->inv->type != SPELL)
1855 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1857 return;
1858 }
1859
1860 if (op->type == PLAYER)
1861 {
1862 /* players need a literacy skill to read stuff! */
1863 int exp_gain = 0;
1864
1865 /* hard code literacy - tmp->skill points to where the exp
1866 * should go for anything killed by the spell.
1867 */
1868 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1869
1870 if (!skop)
1871 {
1872 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1873 return;
1874 }
1875
1876 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1877 change_exp (op, exp_gain, skop->skill, 0);
1878 }
1879
1880 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1881 identify (tmp);
1882
1883 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1884
1885 cast_spell (op, tmp, dir, tmp->inv, NULL);
1886 decrease_ob (tmp);
1887 }
1888
1889 /**
1890 * Applies a treasure object - by default, chest. op
1891 * is the person doing the applying, tmp is the treasure
1892 * chest.
1893 */
1894 static void
1895 apply_treasure (object *op, object *tmp)
1896 {
1897 /* Nice side effect of new treasure creation method is that the treasure
1898 * for the chest is done when the chest is created, and put into the chest
1899 * inventory. So that when the chest burns up, the items still exist. Also
1900 * prevents people fromt moving chests to more difficult maps to get better
1901 * treasure
1902 */
1903 object *treas = tmp->inv;
1904
1905 if (!treas)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1908 decrease_ob (tmp);
1909 return;
1910 }
1911
1912 while (tmp->inv)
1913 {
1914 treas = tmp->inv;
1915
1916 treas->remove ();
1917 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1918
1919 treas->x = op->x;
1920 treas->y = op->y;
1921 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1922
1923 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1924 spring_trap (treas, op);
1925
1926 /* If either player or container was destroyed, no need to do
1927 * further processing. I think this should be enclused with
1928 * spring trap above, as I don't think there is otherwise
1929 * any way for the treasure chest or player to get killed
1930 */
1931 if (op->destroyed () || tmp->destroyed ())
1932 break;
1933 }
1934
1935 if (!tmp->destroyed () && tmp->inv == NULL)
1936 decrease_ob (tmp);
1937
1938 }
1939
1940 /**
1941 * op eats food.
1942 * If player, takes care of messages and dragon special food.
1943 */
1944 static void
1945 apply_food (object *op, object *tmp)
1946 {
1947 int capacity_remaining;
1948
1949 if (op->type != PLAYER)
1950 op->stats.hp = op->stats.maxhp;
1951 else
1952 {
1953 /* check if this is a dragon (player), eating some flesh */
1954 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1955 ;
1956 else
1957 {
1958 /* usual case - no dragon meal: */
1959 if (op->stats.food + tmp->stats.food > 999)
1960 {
1961 if (tmp->type == FOOD || tmp->type == FLESH)
1962 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1963 else
1964 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1965 }
1966
1967 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1968 {
1969 char buf[MAX_BUF];
1970
1971 if (!is_dragon_pl (op))
1972 {
1973 /* eating message for normal players */
1974 if (tmp->type == DRINK)
1975 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1976 else
1977 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1978 }
1979 else
1980 {
1981 /* eating message for dragon players */
1982 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1983 }
1984
1985 new_draw_info (NDI_UNIQUE, 0, op, buf);
1986 capacity_remaining = 999 - op->stats.food;
1987 op->stats.food += tmp->stats.food;
1988 if (capacity_remaining < tmp->stats.food)
1989 op->stats.hp += capacity_remaining / 50;
1990 else
1991 op->stats.hp += tmp->stats.food / 50;
1992 if (op->stats.hp > op->stats.maxhp)
1993 op->stats.hp = op->stats.maxhp;
1994 if (op->stats.food > 999)
1995 op->stats.food = 999;
1996 }
1997
1998 /* special food hack -b.t. */
1999 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2000 eat_special_food (op, tmp);
2001 }
2002 }
2003 handle_apply_yield (tmp);
2004 decrease_ob (tmp);
2005 }
2006
2007 /**
2008 * A dragon is eating some flesh. If the flesh contains resistances,
2009 * there is a chance for the dragon's skin to get improved.
2010 *
2011 * attributes:
2012 * object *op the object (dragon player) eating the flesh
2013 * object *meal the flesh item, getting chewed in dragon's mouth
2014 * return:
2015 * int 1 if eating successful, 0 if it doesn't work
2016 */
2017 int
2018 dragon_eat_flesh (object *op, object *meal)
2019 {
2020 object *skin = NULL; /* pointer to dragon skin force */
2021 object *abil = NULL; /* pointer to dragon ability force */
2022 object *tmp = NULL; /* tmp. object */
2023
2024 char buf[MAX_BUF]; /* tmp. string buffer */
2025 double chance; /* improvement-chance of one resistance type */
2026 double totalchance = 1; /* total chance of gaining one resistance */
2027 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2028 double mbonus = 0; /* monster bonus */
2029 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2030 int winners = 0; /* number of winners */
2031 int i; /* index */
2032
2033 /* let's make sure and doublecheck the parameters */
2034 if (meal->type != FLESH || !is_dragon_pl (op))
2035 return 0;
2036
2037 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2038 from the player's inventory */
2039 shstr_cmp dragon_ability_force ("dragon_ability_force");
2040 shstr_cmp dragon_skin_force ("dragon_skin_force");
2041
2042 for (tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == FORCE)
2044 if (tmp->arch->archname == dragon_skin_force)
2045 skin = tmp;
2046 else if (tmp->arch->archname == dragon_ability_force)
2047 abil = tmp;
2048
2049 /* if either skin or ability are missing, this is an old player
2050 which is not to be considered a dragon -> bail out */
2051 if (skin == NULL || abil == NULL)
2052 return 0;
2053
2054 /* now start by filling stomache and health, according to food-value */
2055 if ((999 - op->stats.food) < meal->stats.food)
2056 op->stats.hp += (999 - op->stats.food) / 50;
2057 else
2058 op->stats.hp += meal->stats.food / 50;
2059 if (op->stats.hp > op->stats.maxhp)
2060 op->stats.hp = op->stats.maxhp;
2061
2062 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2063
2064 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2065
2066 /* on to the interesting part: chances for adding resistance */
2067 for (i = 0; i < NROFATTACKS; i++)
2068 {
2069 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2070 {
2071 /* got positive resistance, now calculate improvement chance (0-100) */
2072
2073 /* this bonus makes resistance increase easier at lower levels */
2074 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2075 if (i == abil->stats.exp)
2076 bonus += 5; /* additional bonus for resistance of ability-focus */
2077
2078 /* monster bonus increases with level, because high-level
2079 flesh is too rare */
2080 mbonus = op->level * 20. / ((double) settings.max_level);
2081
2082 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2083 ((double) settings.max_level)) - skin->resist[i];
2084
2085 if (chance >= 0.)
2086 chance += 1.;
2087 else
2088 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2089
2090 /* chance is proportional to amount of resistance (max. 50) */
2091 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2092
2093 /* doubled chance for resistance of ability-focus */
2094 if (i == abil->stats.exp)
2095 chance = MIN (100., chance * 2.);
2096
2097 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2098 if (rndm (10000) < (unsigned int) (chance * 100))
2099 {
2100 atnr_winner[winners] = i;
2101 winners++;
2102 }
2103
2104 if (chance >= 0.01)
2105 totalchance *= 1 - chance / 100;
2106
2107 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2108 }
2109 }
2110
2111 /* inverse totalchance as until now we have the failure-chance */
2112 totalchance = 100 - totalchance * 100;
2113 /* print message according to totalchance */
2114 if (totalchance > 50.)
2115 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2116 else if (totalchance > 10.)
2117 sprintf (buf, "The %s tasted very good.", &meal->name);
2118 else if (totalchance > 1.)
2119 sprintf (buf, "The %s tasted good.", &meal->name);
2120 else if (totalchance > 0.1)
2121 sprintf (buf, "The %s tasted bland.", &meal->name);
2122 else if (totalchance >= 0.01)
2123 sprintf (buf, "The %s had a boring taste.", &meal->name);
2124 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2125 sprintf (buf, "The %s tasted strange.", &meal->name);
2126 else
2127 sprintf (buf, "The %s had no taste.", &meal->name);
2128 new_draw_info (NDI_UNIQUE, 0, op, buf);
2129
2130 /* now choose a winner if we have any */
2131 i = -1;
2132 if (winners > 0)
2133 i = atnr_winner[RANDOM () % winners];
2134
2135 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2136 {
2137 /* resistance increased! */
2138 skin->resist[i]++;
2139 op->update_stats ();
2140
2141 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2142 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2143 }
2144
2145 /* if this flesh contains a new ability focus, we mark it
2146 into the ability_force and it will take effect on next level */
2147 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2148 {
2149 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2150
2151 if (meal->last_eat != abil->stats.exp)
2152 {
2153 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2154 new_draw_info (NDI_UNIQUE, 0, op, buf);
2155 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2156 new_draw_info (NDI_UNIQUE, 0, op, buf);
2157 }
2158 else
2159 {
2160 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2161 new_draw_info (NDI_UNIQUE, 0, op, buf);
2162 abil->last_eat = 0;
2163 }
2164 }
2165 return 1;
2166 }
2167
2168 /**
2169 * Handles applying an improve armor scroll.
2170 * Does some sanity checks, then calls improve_armour.
2171 */
2172 static void
2173 apply_armour_improver (object *op, object *tmp)
2174 {
2175 object *armor;
2176
2177 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2178 {
2179 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2180 return;
2181 }
2182
2183 armor = find_marked_object (op);
2184
2185 if (!armor)
2186 {
2187 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2188 return;
2189 }
2190
2191 if (armor->type != ARMOUR
2192 && armor->type != CLOAK
2193 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2194 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2196 return;
2197 }
2198
2199 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2200 improve_armour (op, tmp, armor);
2201 }
2202
2203 extern void
2204 apply_poison (object *op, object *tmp)
2205 {
2206 if (op->type == PLAYER)
2207 {
2208 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2209 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2210 strcpy (op->contr->killer, "poisonous booze");
2211 }
2212 if (tmp->stats.hp > 0)
2213 {
2214 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2215 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2216 }
2217 op->stats.food -= op->stats.food / 4;
2218 handle_apply_yield (tmp);
2219 decrease_ob (tmp);
2220 }
2221
2222 /**
2223 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2224 * A valid 2 way exit means:
2225 * -You can come back (there is another exit at the other side)
2226 * -You are
2227 * ° the owner of the exit
2228 * ° or in the same party as the owner
2229 *
2230 * Note: a owner in a 2 way exit is saved as the owner's name
2231 * in the field exit->name cause the field exit->owner doesn't
2232 * survive in the swapping (in fact the whole exit doesn't survive).
2233 */
2234 int
2235 is_legal_2ways_exit (object *op, object *exit)
2236 {
2237 if (exit->stats.exp != 1)
2238 return 1; /*This is not a 2 way, so it is legal */
2239
2240 #if 0 //TODO
2241 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2242 return 0; /* This is a reset town portal */
2243 #endif
2244
2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2246
2247 if (exitmap)
2248 {
2249 exitmap->load_sync ();
2250
2251 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252
2253 if (!tmp)
2254 return 0;
2255
2256 for (; tmp; tmp = tmp->above)
2257 {
2258 if (tmp->type != EXIT)
2259 continue; /*Not an exit */
2260
2261 if (!EXIT_PATH (tmp))
2262 continue; /*Not a valid exit */
2263
2264 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2265 continue; /*Not in the same place */
2266
2267 if (exit->map->path != EXIT_PATH (tmp))
2268 continue; /*Not in the same map */
2269
2270 /* From here we have found the exit is valid. However we do
2271 * here the check of the exit owner. It is important for the
2272 * town portals to prevent strangers from visiting your appartments
2273 */
2274 if (!exit->race)
2275 return 1; /*No owner, free for all! */
2276
2277 object *exit_owner = 0;
2278
2279 for_all_players (pp)
2280 {
2281 if (!pp->ob)
2282 continue;
2283
2284 if (pp->ob->name != exit->race)
2285 continue;
2286
2287 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2288 break;
2289 }
2290
2291 if (!exit_owner)
2292 return 0; /* No more owner */
2293
2294 if (exit_owner->contr == op->contr)
2295 return 1; /*It is your exit */
2296
2297 if (exit_owner && /*There is a owner */
2298 (op->contr) && /*A player tries to pass */
2299 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2300 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2301 return 0;
2302
2303 return 1;
2304 }
2305 }
2306
2307 return 0;
2308 }
2309
2310 /**
2311 * Main apply handler.
2312 *
2313 * Checks for unpaid items before applying.
2314 *
2315 * Return value:
2316 * 0: player or monster can't apply objects of that type
2317 * 1: has been applied, or there was an error applying the object
2318 * 2: objects of that type can't be applied if not in inventory
2319 *
2320 * op is the object that is causing object to be applied, tmp is the object
2321 * being applied.
2322 *
2323 * aflag is special (always apply/unapply) flags. Nothing is done with
2324 * them in this function - they are passed to apply_special
2325 */
2326 int
2327 manual_apply (object *op, object *tmp, int aflag)
2328 {
2329 if (tmp->head)
2330 tmp = tmp->head;
2331
2332 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2333 {
2334 if (op->type == PLAYER)
2335 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2337 return 1;
2338 }
2339 else
2340 return 0; /* monsters just skip unpaid items */
2341 }
2342
2343 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2344 return RESULT_INT (0);
2345
2346 switch (tmp->type)
2347 {
2348 case CF_HANDLE:
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2350 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2351 tmp->value = tmp->value ? 0 : 1;
2352 SET_ANIMATION (tmp, tmp->value);
2353 update_object (tmp, UP_OBJ_FACE);
2354 push_button (tmp);
2355 return 1;
2356
2357 case TRIGGER:
2358 if (check_trigger (tmp, op))
2359 {
2360 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2361 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2362 }
2363 else
2364 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2365
2366 return 1;
2367
2368 case EXIT:
2369 if (op->type != PLAYER)
2370 return 0;
2371
2372 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2373 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2374 else
2375 {
2376 /* Don't display messages for random maps. */
2377 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2378 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2379
2380 op->enter_exit (tmp);
2381 }
2382
2383 return 1;
2384
2385 case SIGN:
2386 apply_sign (op, tmp, 0);
2387 return 1;
2388
2389 case BOOK:
2390 if (op->type == PLAYER)
2391 {
2392 apply_book (op, tmp);
2393 return 1;
2394 }
2395 else
2396 return 0;
2397
2398 case SKILLSCROLL:
2399 if (op->type == PLAYER)
2400 {
2401 apply_skillscroll (op, tmp);
2402 return 1;
2403 }
2404 else
2405 return 0;
2406
2407 case SPELLBOOK:
2408 if (op->type == PLAYER)
2409 {
2410 apply_spellbook (op, tmp);
2411 return 1;
2412 }
2413 else
2414 return 0;
2415
2416 case SCROLL:
2417 apply_scroll (op, tmp, 0);
2418 return 1;
2419
2420 case POTION:
2421 apply_potion (op, tmp);
2422 return 1;
2423
2424 /* Eneq(@csd.uu.se): Handle apply on containers. */
2425 //TODO: remove, as it is unsed?
2426 case CLOSE_CON:
2427 apply_container (op, tmp->env);
2428 return 1;
2429
2430 case CONTAINER:
2431 apply_container (op, tmp);
2432 return 1;
2433
2434 case TREASURE:
2435 if (op->type == PLAYER)
2436 {
2437 apply_treasure (op, tmp);
2438 return 1;
2439 }
2440 else
2441 return 0;
2442
2443 case WEAPON:
2444 case ARMOUR:
2445 case BOOTS:
2446 case GLOVES:
2447 case AMULET:
2448 case GIRDLE:
2449 case BRACERS:
2450 case SHIELD:
2451 case HELMET:
2452 case RING:
2453 case CLOAK:
2454 case WAND:
2455 case ROD:
2456 case HORN:
2457 case SKILL:
2458 case BOW:
2459 case LAMP:
2460 case BUILDER:
2461 case SKILL_TOOL:
2462 if (tmp->env != op)
2463 return 2; /* not in inventory */
2464
2465 apply_special (op, tmp, aflag);
2466 return 1;
2467
2468 case DRINK:
2469 case FOOD:
2470 case FLESH:
2471 apply_food (op, tmp);
2472 return 1;
2473
2474 case POISON:
2475 apply_poison (op, tmp);
2476 return 1;
2477
2478 case SAVEBED:
2479 return 1;
2480
2481 case ARMOUR_IMPROVER:
2482 if (op->type == PLAYER)
2483 {
2484 apply_armour_improver (op, tmp);
2485 return 1;
2486 }
2487 else
2488 return 0;
2489
2490 case WEAPON_IMPROVER:
2491 check_improve_weapon (op, tmp);
2492 return 1;
2493
2494 case CLOCK:
2495 if (op->type == PLAYER)
2496 {
2497 char buf[MAX_BUF];
2498 timeofday_t tod;
2499
2500 get_tod (&tod);
2501 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2502 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2503 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2504 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2505 new_draw_info (NDI_UNIQUE, 0, op, buf);
2506 return 1;
2507 }
2508 else
2509 return 0;
2510
2511 case MENU:
2512 if (op->type == PLAYER)
2513 {
2514 shop_listing (tmp, op);
2515 return 1;
2516 }
2517 else
2518 return 0;
2519
2520 case POWER_CRYSTAL:
2521 apply_power_crystal (op, tmp); /* see egoitem.c */
2522 return 1;
2523
2524 case LIGHTER: /* for lighting torches/lanterns/etc */
2525 if (op->type == PLAYER)
2526 {
2527 apply_lighter (op, tmp);
2528 return 1;
2529 }
2530 else
2531 return 0;
2532
2533 case ITEM_TRANSFORMER:
2534 apply_item_transformer (op, tmp);
2535 return 1;
2536
2537 default:
2538 return 0;
2539 }
2540 }
2541
2542
2543 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2544 * messages as needed by player_apply_below(). But there can still be
2545 * "but you are floating high above the ground" messages.
2546 *
2547 * Same return value as apply() function.
2548 */
2549 int
2550 player_apply (object *pl, object *op, int aflag, int quiet)
2551 {
2552 int tmp;
2553
2554 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2555 {
2556 /* player is flying and applying object not in inventory */
2557 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2558 {
2559 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2560 return 0;
2561 }
2562 }
2563
2564 pl->contr->last_used = op;
2565
2566 tmp = manual_apply (pl, op, aflag);
2567 if (!quiet)
2568 {
2569 if (tmp == 0)
2570 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2571 else if (tmp == 2)
2572 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2573 }
2574 return tmp;
2575 }
2576
2577 /**
2578 * player_apply_below attempts to apply the object 'below' the player.
2579 * If the player has an open container, we use that for below, otherwise
2580 * we use the ground.
2581 */
2582 void
2583 player_apply_below (object *pl)
2584 {
2585 int floors = 0;
2586
2587 /* If using a container, set the starting item to be the top
2588 * item in the container. Otherwise, use the map.
2589 * This is perhaps more complicated. However, I want to make sure that
2590 * we don't use a corrupt pointer for the next object, so we get the
2591 * next object in the stack before applying. This is can only be a
2592 * problem if player_apply() has a bug in that it uses the object but does
2593 * not return a proper value.
2594 */
2595 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2596 {
2597 next = tmp->below;
2598
2599 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2600 floors++;
2601 else if (floors > 0)
2602 return; /* process only floor objects after first floor object */
2603
2604 /* If it is visible, player can apply it. If it is applied by
2605 * person moving on it, also activate. Added code to make it
2606 * so that at least one of players movement types be that which
2607 * the item needs.
2608 */
2609 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2610 {
2611 if (player_apply (pl, tmp, 0, 1) == 1)
2612 return;
2613 }
2614 if (floors >= 2)
2615 return; /* process at most two floor objects */
2616 }
2617 }
2618
2619 /**
2620 * Unapplies specified item.
2621 * No check done on cursed/damned.
2622 * Break this out of apply_special - this is just done
2623 * to keep the size of apply_special to a more managable size.
2624 */
2625 static int
2626 unapply_special (object *who, object *op, int aflags)
2627 {
2628 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2629 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2630 return RESULT_INT (0);
2631
2632 CLEAR_FLAG (op, FLAG_APPLIED);
2633
2634 switch (op->type)
2635 {
2636 case SKILL_TOOL:
2637 // unapplying a skill tool should also unapply the skill it governs
2638 // but this is hard, as it shouldn't do so when the skill can
2639 // be used for other reasons
2640 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2641 if (tmp->skill == op->skill
2642 && tmp->type == SKILL
2643 && tmp->flag [FLAG_APPLIED]
2644 && !tmp->flag [FLAG_CAN_USE_SKILL])
2645 unapply_special (who, tmp, 0);
2646
2647 change_abil (who, op);
2648 break;
2649
2650 case WEAPON:
2651 if (player *pl = who->contr)
2652 if (op == pl->combat_ob)
2653 {
2654 pl->combat_ob = 0;
2655 who->change_weapon (pl->ranged_ob);
2656 }
2657
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2659
2660 change_abil (who, op);
2661 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2662 break;
2663
2664 case SKILL:
2665 if (who->contr)
2666 {
2667 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 }
2672
2673 change_abil (who, op);
2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break;
2676
2677 case ARMOUR:
2678 case HELMET:
2679 case SHIELD:
2680 case RING:
2681 case BOOTS:
2682 case GLOVES:
2683 case AMULET:
2684 case GIRDLE:
2685 case BRACERS:
2686 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op);
2689 break;
2690
2691 case LAMP:
2692 {
2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2694
2695 object *tmp2 = arch_to_object (op->other_arch);
2696 tmp2->x = op->x;
2697 tmp2->y = op->y;
2698 tmp2->map = op->map;
2699 tmp2->below = op->below;
2700 tmp2->above = op->above;
2701 tmp2->stats.food = op->stats.food;
2702 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2703
2704 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2705 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2706
2707 if (who->contr)
2708 esrv_del_item (who->contr, op->count);
2709
2710 op->destroy ();
2711 insert_ob_in_ob (tmp2, who);
2712 who->update_stats ();
2713
2714 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2715 {
2716 if (who->contr)
2717 {
2718 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2719 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2720 }
2721 }
2722
2723 if (who->contr)
2724 esrv_send_item (who, tmp2);
2725 }
2726
2727 return 1; /* otherwise, an attempt to drop causes problems */
2728
2729 case BOW:
2730 case WAND:
2731 case ROD:
2732 case HORN:
2733 if (player *pl = who->contr)
2734 {
2735 if (op == pl->ranged_ob)
2736 {
2737 pl->ranged_ob = 0;
2738 who->change_weapon (pl->combat_ob);
2739 }
2740
2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2742 }
2743 else
2744 {
2745 who->change_skill (0);
2746
2747 if (op->type == BOW)
2748 CLEAR_FLAG (who, FLAG_READY_BOW);
2749 else
2750 CLEAR_FLAG (who, FLAG_READY_RANGE);
2751 }
2752
2753 break;
2754
2755 case BUILDER:
2756 if (who->contr)
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2758 break;
2759
2760 default:
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2762 break;
2763 }
2764
2765 who->update_stats ();
2766
2767 if (!(aflags & AP_NO_MERGE))
2768 {
2769 object *tmp = merge_ob (op, 0);
2770
2771 if (who->contr)
2772 {
2773 if (tmp)
2774 { /* it was merged */
2775 esrv_del_item (who->contr, op->count);
2776 op = tmp;
2777 }
2778
2779 esrv_send_item (who, op);
2780 }
2781 }
2782
2783 return 0;
2784 }
2785
2786 /**
2787 * Returns the object that is using location 'loc'.
2788 * Note that 'start' is the first object to start examing - we
2789 * then go through the below of this. In this way, you can do
2790 * something like:
2791 * tmp = get_next_item_from_body_location(who->inv, 1);
2792 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2793 * to find the second object that may use this location, etc.
2794 * Returns NULL if no match is found.
2795 * loc is the index into the array we are looking for a match.
2796 * don't return invisible objects unless they are skill objects
2797 * invisible other objects that use
2798 * up body locations can be used as restrictions.
2799 */
2800 static object *
2801 get_next_item_from_body_location (int loc, object *start)
2802 {
2803 for (object *tmp = start; tmp; tmp = tmp->below)
2804 if (tmp->flag [FLAG_APPLIED]
2805 && tmp->slot[loc].info
2806 && (!tmp->invisible || tmp->type == SKILL))
2807 return tmp;
2808
2809 return 0;
2810 }
2811
2812 /**
2813 * 'op' wants to apply an object, but can't because of other equipment.
2814 * This should only be called when it is known
2815 * that there are objects to unapply. This makes pretty heavy
2816 * use of get_item_from_body_location. It makes no intelligent choice
2817 * on objects - rather, the first that is matched is used.
2818 * Returns 0 on success, returns 1 if there is some problem.
2819 * if aflags is AP_PRINT, we instead print out waht to unapply
2820 * instead of doing it. This is a lot less code than having
2821 * another function that does just that.
2822 */
2823 int
2824 unapply_for_ob (object *who, object *op, int aflags)
2825 {
2826 if (op->is_range ())
2827 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2830 {
2831 if (aflags & AP_PRINT)
2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2833 else
2834 unapply_special (who, tmp, aflags);
2835 }
2836 else
2837 {
2838 /* In this case, we want to try and remove a cursed item.
2839 * While we know it won't work, we want unapply_special to
2840 * at least generate the message.
2841 */
2842 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2843 return 1;
2844 }
2845
2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2847 {
2848 /* this used up a slot that we need to free */
2849 if (op->slot[i].info)
2850 {
2851 object *last = who->inv;
2852
2853 /* We do a while loop - may need to remove several items in order
2854 * to free up enough slots.
2855 */
2856 while ((who->slot[i].used + op->slot[i].info) < 0)
2857 {
2858 object *tmp = get_next_item_from_body_location (i, last);
2859
2860 if (!tmp)
2861 {
2862 #if 0
2863 /* Not a bug - we'll get this if the player has cursed items
2864 * equipped.
2865 */
2866 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2867 #endif
2868 return 1;
2869 }
2870
2871 /* If we are just printing, we don't care about cursed status */
2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2873 {
2874 if (aflags & AP_PRINT)
2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2876 else
2877 unapply_special (who, tmp, aflags);
2878 }
2879 else
2880 {
2881 /* Cursed item that we can't unequip - tell the player.
2882 * Note this could be annoying if this is just one of a few,
2883 * so it may not be critical (eg, putting on a ring and you have
2884 * one cursed ring.)
2885 */
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2887 }
2888
2889 last = tmp->below;
2890 }
2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892 * return in the !tmp would have kicked in.
2893 */
2894 } /* if op is using this body location */
2895 } /* for body lcoations */
2896
2897 return 0;
2898 }
2899
2900 /**
2901 * Checks to see if 'who' can apply object 'op'.
2902 * Returns 0 if apply can be done without anything special.
2903 * Otherwise returns a bitmask - potentially several of these may be
2904 * set, but largely depends on circumstance - in the future, processing
2905 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2906 * is set, do we really care what the other flags may be?)
2907 *
2908 * See include/define.h for detailed description of the meaning of
2909 * these return values.
2910 */
2911 int
2912 can_apply_object (object *who, object *op)
2913 {
2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2915 return RESULT_INT (0);
2916
2917 int retval = 0;
2918 object *tmp = 0, *ws = 0;
2919
2920 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2921 {
2922 if (op->slot[i].info)
2923 {
2924 /* Item uses more slots than we have */
2925 if (who->slot[i].info + op->slot [i].info < 0)
2926 {
2927 /* Could return now for efficiency - rest of info below isn't
2928 * really needed.
2929 */
2930 retval |= CAN_APPLY_NEVER;
2931 }
2932 else if (who->slot[i].used + op->slot[i].info < 0)
2933 {
2934 /* in this case, equipping this would use more free spots than
2935 * we have.
2936 */
2937
2938 /* if we have an applied weapon/shield, and unapply it would free
2939 * enough slots to equip the new item, then just set "can
2940 * apply unapply". We don't care about the logic below - if you have a
2941 * shield equipped and try to equip another shield, there is only
2942 * one choice. However, the check for the number of body locations
2943 * does take into the account cases where what is being applied
2944 * may be two handed for example.
2945 */
2946 if (ws)
2947 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2948 {
2949 retval |= CAN_APPLY_UNAPPLY;
2950 continue;
2951 }
2952
2953 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2954 if (!tmp1)
2955 {
2956 #if 0
2957 /* This is sort of an error, but happens a lot when old players
2958 * join in with more stuff equipped than they are now allowed.
2959 */
2960 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2961 #endif
2962 retval |= CAN_APPLY_NEVER;
2963 }
2964 else
2965 {
2966 /* need to unapply something. However, if this something
2967 * is different than we had found before, it means they need
2968 * to apply multiple objects
2969 */
2970 retval |= CAN_APPLY_UNAPPLY;
2971
2972 if (!tmp)
2973 tmp = tmp1;
2974 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT;
2976
2977 /* This object isn't using up all the slots, so there must
2978 * be another. If so, and it the new item doesn't need all
2979 * the slots, the player then has a choice.
2980 */
2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982 && abs (op->slot[i].info) < who->slot[i].info)
2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2984
2985 /* Does unequippint 'tmp1' free up enough slots for this to be
2986 * equipped? If not, there must be something else to unapply.
2987 */
2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
2989 retval |= CAN_APPLY_UNAPPLY_MULT;
2990 }
2991 } /* if not enough free slots */
2992 } /* if this object uses location i */
2993 } /* for i -> num_body_locations loop */
2994
2995 /* Note that we don't check for FLAG_USE_ARMOUR - that should
2996 * really be controlled by use of body locations. We do have
2997 * the weapon/shield checks, and the range checks for monsters,
2998 * because you can't control those just by body location - bows, shields,
2999 * and weapons all use the same slot. Similar for horn/rod/wand - they
3000 * all use the same location.
3001 */
3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3003 retval |= CAN_APPLY_RESTRICTION;
3004
3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3006 retval |= CAN_APPLY_RESTRICTION;
3007
3008 if (who->type != PLAYER)
3009 {
3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3011 retval |= CAN_APPLY_RESTRICTION;
3012
3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3014 retval |= CAN_APPLY_RESTRICTION;
3015
3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3017 retval |= CAN_APPLY_RESTRICTION;
3018
3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3020 retval |= CAN_APPLY_RESTRICTION;
3021 }
3022
3023 return retval;
3024 }
3025
3026 /**
3027 * who is the object using the object. It can be a monster.
3028 * op is the object they are using. op is an equipment type item,
3029 * eg, one which you put on and keep on for a while, and not something
3030 * like a potion or scroll.
3031 *
3032 * function returns 1 if the action could not be completed, 0 on
3033 * success. However, success is a matter of meaning - if the
3034 * user passes the 'apply' flag to an object already applied,
3035 * nothing is done, and 0 is returned.
3036 *
3037 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3038 * AP_UNAPPLY=always unapply).
3039 *
3040 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items
3043 * AP_NO_READY: do not ready skills when applying skill tools
3044 *
3045 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3046 *
3047 * apply_special() doesn't check for unpaid items.
3048 */
3049 int
3050 apply_special (object *who, object *op, int aflags)
3051 {
3052 int basic_flag = aflags & AP_BASIC_FLAGS;
3053 object *tmp, *tmp2, *skop = NULL;
3054
3055 if (who == NULL)
3056 {
3057 LOG (llevError, "apply_special() from object without environment.\n");
3058 return 1;
3059 }
3060
3061 if (op->env != who)
3062 return 1; /* op is not in inventory */
3063
3064 /* trying to unequip op */
3065 if (QUERY_FLAG (op, FLAG_APPLIED))
3066 {
3067 /* always apply, so no reason to unapply */
3068 if (basic_flag == AP_APPLY)
3069 return 0;
3070
3071 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3072 {
3073 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3074 return 1;
3075 }
3076
3077 return unapply_special (who, op, aflags);
3078 }
3079
3080 if (basic_flag == AP_UNAPPLY)
3081 return 0;
3082
3083 // if the item is combat/ranged, wield the relevant slot first
3084 // to resolve conflicts.
3085 if (player *pl = who->contr)
3086 switch (op->slottype ())
3087 {
3088 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3090 }
3091
3092 splay (op);
3093
3094 /* Can't just apply this object. Lets see what not and what to do */
3095 if (int i = can_apply_object (who, op))
3096 {
3097 if (i & CAN_APPLY_NEVER)
3098 {
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3100 return 1;
3101 }
3102 else if (i & CAN_APPLY_RESTRICTION)
3103 {
3104 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3105 return 1;
3106 }
3107
3108 if (who->type != PLAYER)
3109 {
3110 /* Some error, so don't try to equip something more */
3111 if (unapply_for_ob (who, op, aflags))
3112 return 1;
3113 }
3114 else
3115 {
3116 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3117 {
3118 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3119 unapply_for_ob (who, op, AP_PRINT);
3120 return 1;
3121 }
3122 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3123 if (unapply_for_ob (who, op, aflags))
3124 return 1;
3125 }
3126 }
3127
3128 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3129 {
3130 skop = find_skill_by_name (who, op->skill);
3131
3132 if (!skop)
3133 {
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3135 return 1;
3136 }
3137 else
3138 /* While experience will be credited properly, we want to change the
3139 * skill so that the dam and wc get updated
3140 */
3141 who->change_skill (skop);
3142 }
3143
3144 if (who->type == PLAYER
3145 && op->item_power
3146 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3147 {
3148 new_draw_info (NDI_UNIQUE, 0, who,
3149 "Equipping that combined with other items would consume your soul! "
3150 "[use the skills command to check your available item power]");
3151 return 1;
3152 }
3153
3154 /* Ok. We are now at the state where we can apply the new object.
3155 * Note that we don't have the checks for can_use_...
3156 * below - that is already taken care of by can_apply_object.
3157 */
3158 if (op->nrof > 1)
3159 tmp = get_split_ob (op, op->nrof - 1);
3160 else
3161 tmp = 0;
3162
3163 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0);
3165
3166 switch (op->type)
3167 {
3168 case WEAPON:
3169 if (!check_weapon_power (who, op->last_eat))
3170 {
3171 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3172 "It would consume your soul!.");
3173
3174 if (tmp)
3175 insert_ob_in_ob (tmp, who);
3176
3177 return 1;
3178 }
3179
3180 //TODO: this obviously fails for players using a shorter prefix
3181 // i.e. "R" can use Ragnarok's sword.
3182 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3183 {
3184 /* if the weapon does not have the name as the character, can't use it. */
3185 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3186 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3187
3188 if (tmp)
3189 insert_ob_in_ob (tmp, who);
3190
3191 return 1;
3192 }
3193
3194 if (!skop)
3195 {
3196 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3197 return 1;
3198 }
3199
3200 SET_FLAG (op, FLAG_APPLIED);
3201 who->change_skill (skop);
3202
3203 if (who->contr)
3204 who->change_weapon (who->contr->combat_ob = op);
3205
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3207
3208 SET_FLAG (who, FLAG_READY_WEAPON);
3209 change_abil (who, op);
3210 break;
3211
3212 case ARMOUR:
3213 case HELMET:
3214 case SHIELD:
3215 case BOOTS:
3216 case GLOVES:
3217 case GIRDLE:
3218 case BRACERS:
3219 case CLOAK:
3220 case RING:
3221 case AMULET:
3222 SET_FLAG (op, FLAG_APPLIED);
3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3224 change_abil (who, op);
3225 break;
3226
3227 case LAMP:
3228 if (op->stats.food < 1)
3229 {
3230 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3231 return 1;
3232 }
3233
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3235 tmp2 = arch_to_object (op->other_arch);
3236 tmp2->stats.food = op->stats.food;
3237 SET_FLAG (tmp2, FLAG_APPLIED);
3238
3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241
3242 insert_ob_in_ob (tmp2, who);
3243
3244 /* Remove the old lantern */
3245 if (who->type == PLAYER)
3246 esrv_del_item (who->contr, op->count);
3247
3248 op->destroy ();
3249
3250 /* insert the portion that was split off */
3251 if (tmp)
3252 {
3253 insert_ob_in_ob (tmp, who);
3254 if (who->type == PLAYER)
3255 esrv_send_item (who, tmp);
3256 }
3257
3258 who->update_stats ();
3259
3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3261 if (who->type == PLAYER)
3262 {
3263 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3265 }
3266
3267 if (who->type == PLAYER)
3268 esrv_send_item (who, tmp2);
3269
3270 return 0;
3271
3272 case SKILL_TOOL:
3273 // applying a skill tool also readies the skill
3274 SET_FLAG (op, FLAG_APPLIED);
3275
3276 if (!(aflags & AP_NO_READY))
3277 {
3278 skop = find_skill_by_name (who, op->skill);
3279 if (!skop->flag [FLAG_APPLIED])
3280 apply_special (who, skop, AP_APPLY);
3281 }
3282 break;
3283
3284 case SKILL:
3285 if (player *pl = who->contr)
3286 {
3287 if (IS_COMBAT_SKILL (op->subtype))
3288 {
3289 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3290 {
3291 for (object *item = who->inv; item; item = item->below)
3292 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3293 {
3294 if (item->skill == op->skill)
3295 {
3296 who->change_weapon (pl->combat_ob = item);
3297 goto found_weapon;
3298 }
3299 }
3300
3301 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3302 return 1;
3303
3304 found_weapon:;
3305 }
3306 else
3307 who->change_weapon (pl->combat_ob = op);
3308 }
3309 else if (IS_RANGED_SKILL (op->subtype))
3310 {
3311 if (skill_flags [op->subtype] & SF_NEED_BOW)
3312 {
3313 for (object *item = who->inv; item; item = item->below)
3314 if (item->type == BOW && item->flag [FLAG_APPLIED])
3315 {
3316 //TODO: bows should/must all have skill missile weapon right now
3317 who->change_weapon (pl->ranged_ob = item);
3318 goto found_bow;
3319 }
3320
3321 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3322 return 1;
3323
3324 found_bow:;
3325 }
3326 else
3327 who->change_weapon (pl->ranged_ob = op);
3328 }
3329
3330 if (!op->invisible)
3331 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3333 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3334 }
3335 else
3336 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3337 }
3338 else
3339 {
3340 SET_FLAG (op, FLAG_APPLIED);
3341 change_abil (who, op);
3342 who->chosen_skill = op;
3343 SET_FLAG (who, FLAG_READY_SKILL);
3344 }
3345
3346 break;
3347
3348 case BOW:
3349 if (!check_weapon_power (who, op->last_eat))
3350 {
3351 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3352 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353
3354 if (tmp)
3355 insert_ob_in_ob (tmp, who);
3356
3357 return 1;
3358 }
3359
3360 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3361 {
3362 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3363 if (tmp)
3364 insert_ob_in_ob (tmp, who);
3365
3366 return 1;
3367 }
3368
3369 /*FALLTHROUGH*/
3370 case WAND:
3371 case ROD:
3372 case HORN:
3373 /* check for skill, alter player status */
3374
3375 if (!skop)
3376 {
3377 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3378 return 1;
3379 }
3380
3381 SET_FLAG (op, FLAG_APPLIED);
3382 who->change_skill (skop);
3383
3384 if (who->contr)
3385 {
3386 who->contr->ranged_ob = op;
3387
3388 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3389
3390 if (op->type == BOW)
3391 {
3392 who->current_weapon = op;
3393 change_abil (who, op);
3394 new_draw_info_format (NDI_UNIQUE, 0, who,
3395 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3396 }
3397 }
3398 else
3399 {
3400 if (op->type == BOW)
3401 SET_FLAG (who, FLAG_READY_BOW);
3402 else
3403 SET_FLAG (who, FLAG_READY_RANGE);
3404 }
3405
3406 break;
3407
3408 case BUILDER:
3409 if (who->type == PLAYER)
3410 {
3411 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3412 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3413 unapply_special (who, who->contr->ranged_ob, 0);
3414
3415 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3416
3417 who->contr->ranged_ob = op;
3418 }
3419 break;
3420
3421 default:
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3423 } /* end of switch op->type */
3424
3425 SET_FLAG (op, FLAG_APPLIED);
3426
3427 if (tmp)
3428 tmp = insert_ob_in_ob (tmp, who);
3429
3430 who->update_stats ();
3431
3432 /* We exclude spell casting objects. The fire code will set the
3433 * been applied flag when they are used - until that point,
3434 * you don't know anything about them.
3435 */
3436 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3437 SET_FLAG (op, FLAG_BEEN_APPLIED);
3438
3439 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3440 {
3441 if (who->type == PLAYER)
3442 {
3443 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3444 SET_FLAG (op, FLAG_KNOWN_CURSED);
3445 }
3446 }
3447
3448 if (who->type == PLAYER)
3449 {
3450 /* if multiple objects were applied, update both slots */
3451 if (tmp)
3452 esrv_send_item (who, tmp);
3453
3454 esrv_send_item (who, op);
3455 }
3456
3457 return 0;
3458 }
3459
3460 int
3461 monster_apply_special (object *who, object *op, int aflags)
3462 {
3463 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3464 return 1;
3465 return apply_special (who, op, aflags);
3466 }
3467
3468 /**
3469 * Map was just loaded, handle op's initialisation.
3470 *
3471 * Generates shop floor's item, and treasures.
3472 */
3473 int
3474 auto_apply (object *op)
3475 {
3476 object *tmp = NULL, *tmp2;
3477 int i;
3478
3479 switch (op->type)
3480 {
3481 case SHOP_FLOOR:
3482 if (!op->has_random_items ())
3483 return 0;
3484
3485 do
3486 {
3487 i = 10; /* let's give it 10 tries */
3488 while ((tmp = generate_treasure (op->randomitems,
3489 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3490 if (tmp == NULL)
3491 return 0;
3492 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3493 {
3494 tmp->destroy ();
3495 tmp = NULL;
3496 }
3497 }
3498 while (!tmp);
3499
3500 tmp->x = op->x;
3501 tmp->y = op->y;
3502 SET_FLAG (tmp, FLAG_UNPAID);
3503 insert_ob_in_map (tmp, op->map, NULL, 0);
3504 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3505 identify (tmp);
3506 break;
3507
3508 case TREASURE:
3509 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3510 return 0;
3511
3512 while (op->stats.hp-- > 0)
3513 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3514 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3515
3516 /* If we generated an object and put it in this object inventory,
3517 * move it to the parent object as the current object is about
3518 * to disappear. An example of this item is the random_* stuff
3519 * that is put inside other objects.
3520 */
3521 for (tmp = op->inv; tmp; tmp = tmp2)
3522 {
3523 tmp2 = tmp->below;
3524 tmp->remove ();
3525
3526 if (op->env)
3527 insert_ob_in_ob (tmp, op->env);
3528 else
3529 tmp->destroy ();
3530 }
3531
3532 op->destroy ();
3533 break;
3534 }
3535 return tmp ? 1 : 0;
3536 }
3537
3538 /**
3539 * fix_auto_apply goes through the entire map every time a map
3540 * is loaded or swapped in and performs special actions for
3541 * certain objects (most initialization of chests and creation of
3542 * treasures and stuff). Calls auto_apply if appropriate.
3543 */
3544 void
3545 maptile::fix_auto_apply ()
3546 {
3547 if (!spaces)
3548 return;
3549
3550 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3551 for (object *tmp = ms->bot; tmp; )
3552 {
3553 object *above = tmp->above;
3554
3555 if (tmp->inv)
3556 {
3557 object *invtmp, *invnext;
3558
3559 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3560 {
3561 invnext = invtmp->below;
3562
3563 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3564 auto_apply (invtmp);
3565 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3566 {
3567 while ((invtmp->stats.hp--) > 0)
3568 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3569
3570 invtmp->randomitems = NULL;
3571 }
3572 else if (invtmp && invtmp->arch
3573 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3574 {
3575 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3576 /* Need to clear this so that we never try to create
3577 * treasure again for this object
3578 */
3579 invtmp->randomitems = NULL;
3580 }
3581 }
3582 /* This is really temporary - the code at the bottom will
3583 * also set randomitems to null. The problem is there are bunches
3584 * of maps/players already out there with items that have spells
3585 * which haven't had the randomitems set to null yet.
3586 * MSW 2004-05-13
3587 *
3588 * And if it's a spellbook, it's better to set randomitems to NULL too,
3589 * else you get two spells in the book ^_-
3590 * Ryo 2004-08-16
3591 */
3592 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3593 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3594 tmp->randomitems = NULL;
3595
3596 }
3597
3598 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3599 auto_apply (tmp);
3600 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3601 {
3602 while ((tmp->stats.hp--) > 0)
3603 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3604 tmp->randomitems = NULL;
3605 }
3606 else if (tmp->type == TIMED_GATE)
3607 {
3608 object *head = tmp->head != NULL ? tmp->head : tmp;
3609
3610 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3611 tmp->set_speed (0);
3612 }
3613 /* This function can be called everytime a map is loaded, even when
3614 * swapping back in. As such, we don't want to create the treasure
3615 * over and ove again, so after we generate the treasure, blank out
3616 * randomitems so if it is swapped in again, it won't make anything.
3617 * This is a problem for the above objects, because they have counters
3618 * which say how many times to make the treasure.
3619 */
3620 else if (tmp && tmp->arch && tmp->type != PLAYER
3621 && tmp->type != TREASURE && tmp->type != SPELL
3622 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3623 {
3624 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3625 tmp->randomitems = NULL;
3626 }
3627
3628 // close all containers
3629 else if (tmp->type == CONTAINER)
3630 tmp->flag [FLAG_APPLIED] = 0;
3631
3632 tmp = above;
3633 }
3634
3635 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3636 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3637 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3638 check_trigger (tmp, tmp->above);
3639 }
3640
3641 /**
3642 * Handles player eating food that temporarily changes status (resistances, stats).
3643 * This used to call cast_change_attr(), but
3644 * that doesn't work with the new spell code. Since we know what
3645 * the food changes, just grab a force and use that instead.
3646 */
3647 void
3648 eat_special_food (object *who, object *food)
3649 {
3650 object *force;
3651 int i, did_one = 0;
3652
3653 force = get_archetype (FORCE_NAME);
3654
3655 for (i = 0; i < NUM_STATS; i++)
3656 if (sint8 k = food->stats.stat (i))
3657 {
3658 force->stats.stat (i) = k;
3659 did_one = 1;
3660 }
3661
3662 /* check if we can protect the eater */
3663 for (i = 0; i < NROFATTACKS; i++)
3664 {
3665 if (food->resist[i] > 0)
3666 {
3667 force->resist[i] = food->resist[i] / 2;
3668 did_one = 1;
3669 }
3670 }
3671
3672 if (did_one)
3673 {
3674 force->set_speed (0.1);
3675 /* bigger morsel of food = longer effect time */
3676 force->duration = food->stats.food / 5;
3677 SET_FLAG (force, FLAG_APPLIED);
3678 change_abil (who, force);
3679 insert_ob_in_ob (force, who);
3680 }
3681 else
3682 force->destroy ();
3683
3684 /* check for hp, sp change */
3685 if (food->stats.hp != 0)
3686 {
3687 if (QUERY_FLAG (food, FLAG_CURSED))
3688 {
3689 assign (who->contr->killer, food->name);
3690 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3691 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3692 }
3693 else
3694 {
3695 if (food->stats.hp > 0)
3696 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3697 else
3698 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3699 who->stats.hp += food->stats.hp;
3700 }
3701 }
3702 if (food->stats.sp != 0)
3703 {
3704 if (QUERY_FLAG (food, FLAG_CURSED))
3705 {
3706 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3707 who->stats.sp -= food->stats.sp;
3708 if (who->stats.sp < 0)
3709 who->stats.sp = 0;
3710 }
3711 else
3712 {
3713 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3714 who->stats.sp += food->stats.sp;
3715 /* place limit on max sp from food? */
3716 }
3717 }
3718 who->update_stats ();
3719 }
3720
3721 /**
3722 * Designed primarily to light torches/lanterns/etc.
3723 * Also burns up burnable material too. First object in the inventory is
3724 * the selected object to "burn". -b.t.
3725 */
3726 void
3727 apply_lighter (object *who, object *lighter)
3728 {
3729 object *item;
3730 int is_player_env = 0;
3731
3732 item = find_marked_object (who);
3733 if (item)
3734 {
3735 if (lighter->last_eat && lighter->stats.food)
3736 { /* lighter gets used up */
3737 /* Split multiple lighters if they're being used up. Otherwise *
3738 * one charge from each would be used up. --DAMN */
3739 if (lighter->nrof > 1)
3740 {
3741 object *oneLighter = lighter->clone ();
3742
3743 lighter->nrof -= 1;
3744 oneLighter->nrof = 1;
3745 oneLighter->stats.food--;
3746 esrv_send_item (who, lighter);
3747 oneLighter = insert_ob_in_ob (oneLighter, who);
3748 esrv_send_item (who, oneLighter);
3749 }
3750 else
3751 lighter->stats.food--;
3752 }
3753 else if (lighter->last_eat)
3754 { /* no charges left in lighter */
3755 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3756 return;
3757 }
3758
3759 /* Perhaps we should split what we are trying to light on fire?
3760 * I can't see many times when you would want to light multiple
3761 * objects at once.
3762 */
3763
3764 if (who == item->in_player ())
3765 is_player_env = 1;
3766
3767 save_throw_object (item, AT_FIRE, who);
3768
3769 if (item->destroyed ())
3770 {
3771 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3772 /* Need to update the player so that the players glow radius
3773 * gets changed.
3774 */
3775 if (is_player_env)
3776 who->update_stats ();
3777 }
3778 else
3779 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3780 }
3781 else /* nothing to light */
3782 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3783
3784 }
3785
3786 /**
3787 * op made some mistake with a scroll, this takes care of punishment.
3788 * scroll_failure()- hacked directly from spell_failure
3789 */
3790 void
3791 scroll_failure (object *op, int failure, int power)
3792 {
3793 if (abs (failure / 4) > power)
3794 power = abs (failure / 4); /* set minimum effect */
3795
3796 if (failure <= -1 && failure > -15)
3797 { /* wonder */
3798 object *tmp;
3799
3800 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3801 tmp = get_archetype (SPELL_WONDER);
3802 cast_wonder (op, op, 0, tmp);
3803 tmp->destroy ();
3804 }
3805 else if (failure <= -15 && failure > -35)
3806 { /* drain mana */
3807 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3808 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3809 if (op->stats.sp < 0)
3810 op->stats.sp = 0;
3811 }
3812 else if (settings.spell_failure_effects == TRUE)
3813 {
3814 if (failure <= -35 && failure > -60)
3815 { /* confusion */
3816 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3817 confuse_player (op, op, power);
3818 }
3819 else if (failure <= -60 && failure > -70)
3820 { /* paralysis */
3821 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3822 paralyze_player (op, op, power);
3823 }
3824 else if (failure <= -70 && failure > -80)
3825 { /* blind */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3827 blind_player (op, op, power);
3828 }
3829 else if (failure <= -80)
3830 { /* blast the immediate area */
3831 object *tmp = get_archetype (LOOSE_MANA);
3832 cast_magic_storm (op, tmp, power);
3833 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3834 tmp->destroy ();
3835 }
3836 }
3837 }
3838
3839 void
3840 apply_changes_to_player (object *pl, object *change)
3841 {
3842 int excess_stat = 0; /* if the stat goes over the maximum
3843 for the race, put the excess stat some
3844 where else. */
3845
3846 switch (change->type)
3847 {
3848 case CLASS:
3849 {
3850 living *stats = &(pl->contr->orig_stats);
3851 living *ns = &(change->stats);
3852 object *walk;
3853 int flag_change_face = 1;
3854
3855 /* the following code assigns stats up to the stat max
3856 * for the race, and if the stat max is exceeded,
3857 * tries to randomly reassign the excess stat
3858 */
3859 int i, j;
3860
3861 for (i = 0; i < NUM_STATS; i++)
3862 {
3863 int race_bonus = pl->arch->stats.stat (i);
3864 sint8 stat = stats->stat (i) + ns->stat (i);
3865
3866 if (stat > 20 + race_bonus)
3867 {
3868 excess_stat++;
3869 stat = 20 + race_bonus;
3870 }
3871
3872 stats->stat (i) = stat;
3873 }
3874
3875 for (j = 0; excess_stat > 0 && j < 100; j++)
3876 { /* try 100 times to assign excess stats */
3877 int i = rndm (0, 6);
3878
3879 if (i == CHA)
3880 continue; /* exclude cha from this */
3881
3882 int stat = stats->stat (i);
3883 int race_bonus = pl->arch->stats.stat (i);
3884 if (stat < 20 + race_bonus)
3885 {
3886 change_attr_value (stats, i, 1);
3887 excess_stat--;
3888 }
3889 }
3890
3891 /* insert the randomitems from the change's treasurelist into
3892 * the player ref: player.c
3893 */
3894 if (change->randomitems != NULL)
3895 give_initial_items (pl, change->randomitems);
3896
3897 /* set up the face, for some races. */
3898
3899 /* first, look for the force object banning
3900 * changing the face. Certain races never change face with class.
3901 */
3902 for (walk = pl->inv; walk != NULL; walk = walk->below)
3903 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3904 flag_change_face = 0;
3905
3906 if (flag_change_face)
3907 {
3908 pl->animation_id = GET_ANIM_ID (change);
3909 pl->face = change->face;
3910
3911 if (QUERY_FLAG (change, FLAG_ANIMATE))
3912 SET_FLAG (pl, FLAG_ANIMATE);
3913 else
3914 CLEAR_FLAG (pl, FLAG_ANIMATE);
3915 }
3916
3917 /* check the special case of can't use weapons */
3918 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3919 if (!strcmp (change->name, "monk"))
3920 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3921
3922 break;
3923 }
3924 }
3925 }
3926
3927 /**
3928 * This handles items of type 'transformer'.
3929 * Basically those items, used with a marked item, transform both items into something
3930 * else.
3931 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3932 * Change information is contained in the 'slaying' field of the marked item.
3933 * The format is as follow: transformer:[number ]yield[;transformer:...].
3934 * This way an item can be transformed in many things, and/or many objects.
3935 * The 'slaying' field for transformer is used as verb for the action.
3936 */
3937 void
3938 apply_item_transformer (object *pl, object *transformer)
3939 {
3940 object *marked;
3941 object *new_item;
3942 char *find;
3943 char *separator;
3944 int yield;
3945 char got[MAX_BUF];
3946 int len;
3947
3948 if (!pl || !transformer)
3949 return;
3950 marked = find_marked_object (pl);
3951 if (!marked)
3952 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3954 return;
3955 }
3956 if (!marked->slaying)
3957 {
3958 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3959 return;
3960 }
3961 /* check whether they are compatible or not */
3962 find = strstr (marked->slaying, transformer->arch->archname);
3963 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3964 {
3965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3966 return;
3967 }
3968 find += strlen (transformer->arch->archname) + 1;
3969 /* Item can be used, now find how many and what it yields */
3970 if (isdigit (*(find)))
3971 {
3972 yield = atoi (find);
3973 if (yield < 1)
3974 {
3975 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3976 yield = 1;
3977 }
3978 }
3979 else
3980 yield = 1;
3981
3982 while (isdigit (*find))
3983 find++;
3984 while (*find == ' ')
3985 find++;
3986 memset (got, 0, MAX_BUF);
3987 if ((separator = strchr (find, ';')) != NULL)
3988 {
3989 len = separator - find;
3990 }
3991 else
3992 {
3993 len = strlen (find);
3994 }
3995 if (len > MAX_BUF - 1)
3996 len = MAX_BUF - 1;
3997 strcpy (got, find);
3998 got[len] = '\0';
3999
4000 /* Now create new item, remove used ones when required. */
4001 new_item = get_archetype (got);
4002 if (!new_item)
4003 {
4004 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4005 return;
4006 }
4007
4008 new_item->nrof = yield;
4009 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4010 insert_ob_in_ob (new_item, pl);
4011 esrv_send_inventory (pl, pl);
4012 /* Eat up one item */
4013 decrease_ob_nr (marked, 1);
4014 /* Eat one transformer if needed */
4015 if (transformer->stats.food)
4016 if (--transformer->stats.food == 0)
4017 decrease_ob_nr (transformer, 1);
4018 }