ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.114
Committed: Tue Jul 10 06:44:31 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.113: +100 -59 lines
Log Message:
aggressively add hints to apply.C

File Contents

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