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/cvs/deliantra/server/server/apply.C
Revision: 1.115
Committed: Tue Jul 10 06:48:02 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.114: +3 -1 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 int
597 prepare_weapon (object *op, object *improver, object *weapon)
598 {
599 int sacrifice_count, i;
600 char buf[MAX_BUF];
601
602 if (weapon->level != 0)
603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 return 0;
606 }
607
608 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i])
610 break;
611
612 /* If we break out, i will be less than nrofattacks, preventing
613 * improvement of items that already have protections.
614 */
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */
619 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 return 0;
622 }
623
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627
628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count);
631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */
638 decrease_ob (improver);
639 weapon->last_eat = 0;
640 return 1;
641 }
642
643
644 /**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason.
648 *
649 * Checks if weapon was prepared, if enough potions on the floor, ...
650 *
651 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve
654 */
655 int
656 improve_weapon (object *op, object *improver, object *weapon)
657 {
658 int sacrifice_count, sacrifice_needed = 0;
659
660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon);
663 }
664 if (weapon->level == 0)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667 return 0;
668 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672 return 0;
673 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679 return 0;
680 }
681 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved.
685 */
686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
688 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691 weapon->last_eat++;
692
693 weapon->item_power++;
694 decrease_ob (improver);
695 return 1;
696 }
697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
699 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1)
702 weapon->weight = 1;
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704 weapon->last_eat++;
705 weapon->item_power++;
706 decrease_ob (improver);
707 return 1;
708 }
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714 decrease_ob (improver);
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730 return 0;
731 }
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 }
754 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0;
756 }
757
758 /**
759 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work.
762 */
763 int
764 check_improve_weapon (object *op, object *tmp)
765 {
766 object *otmp;
767
768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 return 0;
775 }
776
777 otmp = find_marked_object (op);
778 if (!otmp)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 return 0;
782 }
783
784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 return 0;
788 }
789
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp);
793 return 1;
794 }
795
796 /**
797 * This code deals with the armour improvment scrolls.
798 * Change limits on improvement - let players go up to
799 * +5 no matter what level, but they are limited by item
800 * power.
801 * Try to use same improvement code as in the common/treasure.c
802 * file, so that if you make a +2 full helm, it will be just
803 * the same as one you find in a shop.
804 *
805 * deprecated comment:
806 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807 * only 'enchantment' of armour is possible - improving
808 * the stats of a player w/ armour as well as a weapon
809 * will probably horribly unbalance the game. Magic enchanting
810 * depends on the level of the character - ie the plus
811 * value (magic) of the armour can never be increased beyond
812 * the level of the character / 10 -- rounding upish, nor may
813 * the armour value of the piece of equipment exceed either
814 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now.
817 */
818 int
819 improve_armour (object *op, object *improver, object *armour)
820 {
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826 return 0;
827 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?)
832 */
833 if (armour->title)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836 return 0;
837 }
838
839 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge.
841 */
842 if (armour->nrof > 1)
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846
847 armour->magic++;
848
849 if (!settings.armor_speed_linear)
850 {
851 int base = 100;
852 int pow = 0;
853
854 while (pow < armour->magic)
855 {
856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++;
858 }
859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 }
862 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864
865 if (!settings.armor_weight_linear)
866 {
867 int base = 100;
868 int pow = 0;
869
870 while (pow < armour->magic)
871 {
872 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++;
874 }
875
876 armour->weight = (armour->arch->weight * base) / 100;
877 }
878 else
879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880
881 if (armour->weight <= 0)
882 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1;
885 }
886
887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888
889 if (op->type == PLAYER)
890 {
891 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats ();
894 }
895 decrease_ob (improver);
896 if (tmp)
897 {
898 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp);
900 }
901 return 1;
902 }
903
904
905 /*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken.
908 */
909 #define CONV_FROM(xyz) xyz->slaying
910 #define CONV_TO(xyz) xyz->other_arch
911 #define CONV_NR(xyz) xyz->stats.sp
912 #define CONV_NEED(xyz) xyz->stats.food
913
914 /* Takes one items and makes another.
915 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything.
918 */
919 int
920 convert_item (object *item, object *converter)
921 {
922 int nr = 0;
923 uint32 price_in;
924
925 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck)
928 */
929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
931 int cost;
932
933 if (item->type != MONEY)
934 return 0;
935
936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
938 return 0;
939 cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 decrease_ob_nr (item, cost);
944
945 price_in = cost * item->value;
946 }
947 else
948 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0;
952
953 if (CONV_NEED (converter))
954 {
955 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
959 else
960 {
961 price_in = item->value;
962 item->destroy ();
963 }
964 }
965
966 if (converter->inv != NULL)
967 {
968 object *ob;
969 int i;
970 object *ob_to_copy;
971
972 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 }
985 else
986 {
987 if (converter->other_arch == NULL)
988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1;
992 }
993
994 item = object_create_arch (converter->other_arch);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 }
997
998 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter);
1000 if (nr)
1001 item->nrof *= nr;
1002 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value)
1005 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /**
1010 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this
1012 */
1013 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1;
1016 }
1017
1018 /**
1019 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t.
1023 */
1024 int
1025 apply_container (object *op, object *sack)
1026 {
1027 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */
1029
1030 if (!sack || sack->type != CONTAINER)
1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0;
1034 }
1035
1036 op->contr->last_used = 0;
1037
1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1042 }
1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1048 {
1049 // open on ground or inv, so close
1050 op->close_container ();
1051 return 1;
1052 }
1053 else if (!sack->env)
1054 {
1055 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059
1060 // fall through to opening it (active in inv)
1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1065 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1074 {
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack);
1085
1086 return 1;
1087 }
1088
1089 /**
1090 * Handles dropping things on altar.
1091 * Returns true if sacrifice was accepted.
1092 */
1093 static int
1094 apply_altar (object *altar, object *sacrifice, object *originator)
1095 {
1096 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0;
1099
1100 if (operate_altar (altar, &sacrifice))
1101 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly.
1105 */
1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with
1111 * old maps.
1112 */
1113
1114 /* push_button (altar);*/
1115 }
1116 else
1117 {
1118 altar->value = 1; /* works only once */
1119 push_button (altar);
1120 }
1121
1122 return !sacrifice;
1123 }
1124 else
1125 return 0;
1126 }
1127
1128 /**
1129 * Handles 'movement' of shop mats.
1130 * Returns 1 if 'op' was destroyed, 0 if not.
1131 * Largely re-written to not use nearly as many gotos, plus
1132 * some of this code just looked plain out of date.
1133 * MSW 2001-08-29
1134 */
1135 int
1136 apply_shop_mat (object *shop_mat, object *op)
1137 {
1138 int rv = 0;
1139 double opinion;
1140 object *tmp, *next;
1141
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143
1144 if (op->type != PLAYER)
1145 {
1146 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in
1148 * the shop.
1149 */
1150 for (tmp = op->inv; tmp; tmp = next)
1151 {
1152 next = tmp->below;
1153
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157
1158 tmp->remove ();
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 }
1168 }
1169
1170 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1173
1174 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space.
1176 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1183 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185
1186 return 0;
1187 }
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor.
1203 */
1204 else if (!rv && !is_in_shop (op))
1205 {
1206 opinion = shopkeeper_approval (op->map, op);
1207
1208 if (opinion > 0.9)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 else if (opinion > 0.75)
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212 else if (opinion > 0.5)
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 }
1217 }
1218 else
1219 {
1220 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore
1223 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225
1226 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else
1231 {
1232 op->remove ();
1233 op->x += freearr_x[i];
1234 op->y += freearr_y[i];
1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1240 return rv;
1241 }
1242
1243 /**
1244 * Handles applying a sign.
1245 */
1246 static void
1247 apply_sign (object *op, object *sign, int autoapply)
1248 {
1249 readable_message_type *msgType;
1250
1251 if (sign->msg == NULL)
1252 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254 return;
1255 }
1256
1257 if (sign->stats.food)
1258 {
1259 if (sign->last_eat >= sign->stats.food)
1260 {
1261 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1263 return;
1264 }
1265
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++;
1268 }
1269
1270 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1271 * No way to know for sure. The presumption is basically that if
1272 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us).
1274 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1278 return;
1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1295 }
1296
1297 /**
1298 * 'victim' moves onto 'trap'
1299 * 'victim' leaves 'trap'
1300 * effect is determined by move_on/move_off of trap and move_type of victime.
1301 *
1302 * originator: Player, monster or other object that caused 'victim' to move
1303 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1304 * However, some types of traps require an originator to function.
1305 */
1306 void
1307 move_apply (object *trap, object *victim, object *originator)
1308 {
1309 static int recursion_depth = 0;
1310
1311 /* Only exits affect DMs. */
1312 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1313 return;
1314
1315 /* move_apply() is the most likely candidate for causing unwanted and
1316 * possibly unlimited recursion.
1317 */
1318 /* The following was changed because it was causing perfeclty correct
1319 * maps to fail. 1) it's not an error to recurse:
1320 * rune detonates, summoning monster. monster lands on nearby rune.
1321 * nearby rune detonates. This sort of recursion is expected and
1322 * proper. This code was causing needless crashes.
1323 */
1324 if (recursion_depth >= 500)
1325 {
1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1328 return;
1329 }
1330
1331 recursion_depth++;
1332 if (trap->head)
1333 trap = trap->head;
1334
1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1336 goto leave;
1337
1338 switch (trap->type)
1339 {
1340 case PLAYERMOVER:
1341 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1342 {
1343 if (!trap->stats.maxsp)
1344 trap->stats.maxsp = 2;
1345
1346 /* Is this correct? From the docs, it doesn't look like it
1347 * should be divided by trap->speed
1348 */
1349 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1350
1351 /* Just put in some sanity check. I think there is a bug in the
1352 * above with some objects have zero speed, and thus the player
1353 * getting permanently paralyzed.
1354 */
1355 if (victim->speed_left < -50.f)
1356 victim->speed_left = -50.f;
1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1358 }
1359 goto leave;
1360
1361 case SPINNER:
1362 if (victim->direction)
1363 {
1364 victim->direction = absdir (victim->direction - trap->stats.sp);
1365 update_turn_face (victim);
1366 }
1367 goto leave;
1368
1369 case DIRECTOR:
1370 if (victim->direction && !should_director_abort (trap, victim))
1371 {
1372 victim->direction = trap->stats.sp;
1373 update_turn_face (victim);
1374 }
1375 goto leave;
1376
1377 case BUTTON:
1378 case PEDESTAL:
1379 update_button (trap);
1380 goto leave;
1381
1382 case ALTAR:
1383 /* sacrifice victim on trap */
1384 apply_altar (trap, victim, originator);
1385 goto leave;
1386
1387 case THROWN_OBJ:
1388 if (trap->inv == NULL)
1389 goto leave;
1390 /* fallthrough */
1391
1392 case ARROW:
1393 /* bad bug: monster throw a object, make a step forwards, step on object ,
1394 * trigger this here and get hit by own missile - and will be own enemy.
1395 * Victim then is his own enemy and will start to kill herself (this is
1396 * removed) but we have not synced victim and his missile. To avoid senseless
1397 * action, we avoid hits here
1398 */
1399 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1400 hit_with_arrow (trap, victim);
1401 goto leave;
1402
1403 case SPELL_EFFECT:
1404 apply_spell_effect (trap, victim);
1405 goto leave;
1406
1407 case TRAPDOOR:
1408 {
1409 int max, sound_was_played;
1410 object *ab, *ab_next;
1411
1412 if (!trap->value)
1413 {
1414 int tot;
1415
1416 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1417 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1419
1420 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1421 goto leave;
1422
1423 SET_ANIMATION (trap, trap->value);
1424 update_object (trap, UP_OBJ_FACE);
1425 }
1426
1427 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1428 {
1429 /* need to set this up, since if we do transfer the object,
1430 * ab->above would be bogus
1431 */
1432 ab_next = ab->above;
1433
1434 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1435 {
1436 if (!sound_was_played)
1437 {
1438 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1439 sound_was_played = 1;
1440 }
1441 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1442 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1443 }
1444 }
1445 goto leave;
1446 }
1447
1448
1449 case CONVERTER:
1450 if (convert_item (victim, trap) < 0)
1451 {
1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1453 get_archetype ("burnout")->insert_at (trap, trap);
1454 }
1455
1456 goto leave;
1457
1458 case TRIGGER_BUTTON:
1459 case TRIGGER_PEDESTAL:
1460 case TRIGGER_ALTAR:
1461 check_trigger (trap, victim);
1462 goto leave;
1463
1464 case DEEP_SWAMP:
1465 walk_on_deep_swamp (trap, victim);
1466 goto leave;
1467
1468 case CHECK_INV:
1469 check_inv (victim, trap);
1470 goto leave;
1471
1472 case HOLE:
1473 /* Hole not open? */
1474 if (trap->stats.wc > 0)
1475 goto leave;
1476
1477 /* Is this a multipart monster and not the head? If so, return.
1478 * Processing will happen if the head runs into the pit
1479 */
1480 if (victim->head)
1481 goto leave;
1482
1483 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1484 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1485 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1486 goto leave;
1487
1488 case EXIT:
1489 if (victim->type == PLAYER && EXIT_PATH (trap))
1490 {
1491 /* Basically, don't show exits leading to random maps the
1492 * players output.
1493 */
1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER:
1502 /* may be some leftovers on this */
1503 goto leave;
1504
1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim);
1507 goto leave;
1508
1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator);
1512 goto leave;
1513
1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */
1517
1518 apply_sign (victim, trap, 1);
1519 goto leave;
1520
1521 case CONTAINER:
1522 apply_container (victim, trap);
1523 goto leave;
1524
1525 case RUNE:
1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 {
1529 spring_trap (trap, victim);
1530 }
1531 goto leave;
1532
1533 default:
1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1536 goto leave;
1537 }
1538
1539 leave:
1540 recursion_depth--;
1541 }
1542
1543 /**
1544 * Handles reading a regular (ie not containing a spell) book.
1545 */
1546 static void
1547 apply_book (object *op, object *tmp)
1548 {
1549 int lev_diff;
1550 object *skill_ob;
1551
1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1553 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1555 return;
1556 }
1557
1558 if (!tmp->msg)
1559 {
1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1561 return;
1562 }
1563
1564 /* need a literacy skill to read stuff! */
1565 skill_ob = find_skill_by_name (op, tmp->skill);
1566 if (!skill_ob)
1567 {
1568 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1569 return;
1570 }
1571
1572 lev_diff = tmp->level - (skill_ob->level + 5);
1573 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1574 {
1575 if (lev_diff < 2)
1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1577 else if (lev_diff < 3)
1578 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1579 else if (lev_diff < 5)
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1581 else if (lev_diff < 8)
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1583 else if (lev_diff < 15)
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1585 else
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1587 return;
1588 }
1589
1590 readable_message_type *msgType = get_readable_message_type (tmp);
1591
1592 if (player *pl = op->contr)
1593 if (client *ns = pl->ns)
1594 if (ns->can_msg)
1595 {
1596 dynbuf_text buf;
1597 buf << long_desc (tmp, op)
1598 << "\n\n"
1599 << tmp->msg
1600 << '\0';
1601 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602 }
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608
1609 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613
1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1615 {
1616 /*exp_gain *= 2; because they just identified it too */
1617 SET_FLAG (tmp, FLAG_IDENTIFIED);
1618
1619 /* If in a container, update how it looks */
1620 if (tmp->env)
1621 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1622 else
1623 op->contr->ns->floorbox_update ();
1624 }
1625
1626 change_exp (op, exp_gain, skill_ob->skill, 0);
1627 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1628 }
1629 }
1630
1631 /**
1632 * Handles the applying of a skill scroll, calling learn_skill straight.
1633 * op is the person learning the skill, tmp is the skill scroll object
1634 */
1635 static void
1636 apply_skillscroll (object *op, object *tmp)
1637 {
1638 switch ((int) learn_skill (op, tmp))
1639 {
1640 case 0:
1641 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1642 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1643 return;
1644
1645 case 1:
1646 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1647 decrease_ob (tmp);
1648 return;
1649
1650 default:
1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1652 decrease_ob (tmp);
1653 return;
1654 }
1655 }
1656
1657 /**
1658 * Actually makes op learn spell.
1659 * Informs player of what happens.
1660 */
1661 void
1662 do_learn_spell (object *op, object *spell, int special_prayer)
1663 {
1664 object *tmp;
1665
1666 if (op->type != PLAYER)
1667 {
1668 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1669 return;
1670 }
1671
1672 /* Upgrade special prayers to normal prayers */
1673 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1674 {
1675 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1676 {
1677 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1678 return;
1679 }
1680 return;
1681 }
1682
1683 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1684 tmp = spell->clone ();
1685 insert_ob_in_ob (tmp, op);
1686
1687 if (special_prayer)
1688 SET_FLAG (tmp, FLAG_STARTEQUIP);
1689
1690 esrv_add_spells (op->contr, tmp);
1691 }
1692
1693 /**
1694 * Erases spell from player's inventory.
1695 */
1696 void
1697 do_forget_spell (object *op, const char *spell)
1698 {
1699 object *spob;
1700
1701 if (op->type != PLAYER)
1702 {
1703 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1704 return;
1705 }
1706 if ((spob = check_spell_known (op, spell)) == NULL)
1707 {
1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709 return;
1710 }
1711
1712 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1713 player_unready_range_ob (op->contr, spob);
1714 esrv_remove_spell (op->contr, spob);
1715 spob->destroy ();
1716 }
1717
1718 /**
1719 * Handles player applying a spellbook.
1720 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1721 * stuff like that. Random learning failure too.
1722 */
1723 static void
1724 apply_spellbook (object *op, object *tmp)
1725 {
1726 object *skop, *spell, *spell_skill;
1727
1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1729 {
1730 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1731 return;
1732 }
1733
1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1735 * instead of having their spell stored in stats.sp. These are
1736 * legacy spellbooks
1737 */
1738 if (tmp->slaying)
1739 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell)
1742 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1744 return;
1745 }
1746 else
1747 insert_ob_in_ob (spell, tmp);
1748
1749 tmp->slaying = 0;
1750 }
1751
1752 skop = find_skill_by_name (op, tmp->skill);
1753
1754 /* need a literacy skill to learn spells. Also, having a literacy level
1755 * lower than the spell will make learning the spell more difficult */
1756 if (!skop)
1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1759 return;
1760 }
1761
1762 spell = tmp->inv;
1763
1764 if (!spell)
1765 {
1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1767 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1768 return;
1769 }
1770
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1772 {
1773 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1774 return;
1775 }
1776
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1778
1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1780 {
1781 identify (tmp);
1782
1783 if (tmp->env)
1784 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1785 else
1786 op->contr->ns->floorbox_update ();
1787 }
1788
1789 /* I removed the check for special_prayer_mark here - it didn't make
1790 * a lot of sense - special prayers are not found in spellbooks, and
1791 * if the player doesn't know the spell, doesn't make a lot of sense that
1792 * they would have a special prayer mark.
1793 */
1794 if (check_spell_known (op, spell->name))
1795 {
1796 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");
1797 return;
1798 }
1799
1800 if (spell->skill)
1801 {
1802 spell_skill = find_skill_by_name (op, spell->skill);
1803
1804 if (!spell_skill)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1807 return;
1808 }
1809
1810 if (spell_skill->level < spell->level)
1811 {
1812 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1813 return;
1814 }
1815 }
1816
1817 /* Logic as follows
1818 *
1819 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1820 *
1821 * 2- The learner's skill level in literacy adjusts the chance to learn
1822 * a spell.
1823 *
1824 * 3 -Automatically fail to learn if you read while confused
1825 *
1826 * Overall, chances are the same but a player will find having a high
1827 * literacy rate very useful! -b.t.
1828 */
1829 if (QUERY_FLAG (op, FLAG_CONFUSED))
1830 {
1831 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1832 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1833 }
1834 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1835 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1836 {
1837
1838 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1839 do_learn_spell (op, spell, 0);
1840
1841 /* xp gain to literacy for spell learning */
1842 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1843 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1844 }
1845 else
1846 {
1847 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1848 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");
1849 }
1850
1851 decrease_ob (tmp);
1852 }
1853
1854 /**
1855 * Handles applying a spell scroll.
1856 */
1857 void
1858 apply_scroll (object *op, object *tmp, int dir)
1859 {
1860 object *skop;
1861
1862 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1863 {
1864 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1865 return;
1866 }
1867
1868 if (!tmp->inv || tmp->inv->type != SPELL)
1869 {
1870 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1871 return;
1872 }
1873
1874 if (op->type == PLAYER)
1875 {
1876 /* players need a literacy skill to read stuff! */
1877 int exp_gain = 0;
1878
1879 /* hard code literacy - tmp->skill points to where the exp
1880 * should go for anything killed by the spell.
1881 */
1882 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1883
1884 if (!skop)
1885 {
1886 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1887 return;
1888 }
1889
1890 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1891 change_exp (op, exp_gain, skop->skill, 0);
1892 }
1893
1894 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1895 identify (tmp);
1896
1897 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1898
1899 cast_spell (op, tmp, dir, tmp->inv, NULL);
1900 decrease_ob (tmp);
1901 }
1902
1903 /**
1904 * Applies a treasure object - by default, chest. op
1905 * is the person doing the applying, tmp is the treasure
1906 * chest.
1907 */
1908 static void
1909 apply_treasure (object *op, object *tmp)
1910 {
1911 /* Nice side effect of new treasure creation method is that the treasure
1912 * for the chest is done when the chest is created, and put into the chest
1913 * inventory. So that when the chest burns up, the items still exist. Also
1914 * prevents people fromt moving chests to more difficult maps to get better
1915 * treasure
1916 */
1917 object *treas = tmp->inv;
1918
1919 if (!treas)
1920 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1922 decrease_ob (tmp);
1923 return;
1924 }
1925
1926 while (tmp->inv)
1927 {
1928 treas = tmp->inv;
1929
1930 treas->remove ();
1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1932
1933 treas->x = op->x;
1934 treas->y = op->y;
1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1936
1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1938 spring_trap (treas, op);
1939
1940 /* If either player or container was destroyed, no need to do
1941 * further processing. I think this should be enclused with
1942 * spring trap above, as I don't think there is otherwise
1943 * any way for the treasure chest or player to get killed
1944 */
1945 if (op->destroyed () || tmp->destroyed ())
1946 break;
1947 }
1948
1949 if (!tmp->destroyed () && tmp->inv == NULL)
1950 decrease_ob (tmp);
1951
1952 }
1953
1954 /**
1955 * op eats food.
1956 * If player, takes care of messages and dragon special food.
1957 */
1958 static void
1959 apply_food (object *op, object *tmp)
1960 {
1961 int capacity_remaining;
1962
1963 if (op->type != PLAYER)
1964 op->stats.hp = op->stats.maxhp;
1965 else
1966 {
1967 /* check if this is a dragon (player), eating some flesh */
1968 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1969 ;
1970 else
1971 {
1972 /* usual case - no dragon meal: */
1973 if (op->stats.food + tmp->stats.food > 999)
1974 {
1975 if (tmp->type == FOOD || tmp->type == FLESH)
1976 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1977 else
1978 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1979 }
1980
1981 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1982 {
1983 char buf[MAX_BUF];
1984
1985 if (!is_dragon_pl (op))
1986 {
1987 /* eating message for normal players */
1988 if (tmp->type == DRINK)
1989 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1990 else
1991 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1992 }
1993 else
1994 {
1995 /* eating message for dragon players */
1996 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1997 }
1998
1999 new_draw_info (NDI_UNIQUE, 0, op, buf);
2000 capacity_remaining = 999 - op->stats.food;
2001 op->stats.food += tmp->stats.food;
2002 if (capacity_remaining < tmp->stats.food)
2003 op->stats.hp += capacity_remaining / 50;
2004 else
2005 op->stats.hp += tmp->stats.food / 50;
2006 if (op->stats.hp > op->stats.maxhp)
2007 op->stats.hp = op->stats.maxhp;
2008 if (op->stats.food > 999)
2009 op->stats.food = 999;
2010 }
2011
2012 /* special food hack -b.t. */
2013 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2014 eat_special_food (op, tmp);
2015 }
2016 }
2017
2018 handle_apply_yield (tmp);
2019 decrease_ob (tmp);
2020 }
2021
2022 /**
2023 * A dragon is eating some flesh. If the flesh contains resistances,
2024 * there is a chance for the dragon's skin to get improved.
2025 *
2026 * attributes:
2027 * object *op the object (dragon player) eating the flesh
2028 * object *meal the flesh item, getting chewed in dragon's mouth
2029 * return:
2030 * int 1 if eating successful, 0 if it doesn't work
2031 */
2032 int
2033 dragon_eat_flesh (object *op, object *meal)
2034 {
2035 object *skin = NULL; /* pointer to dragon skin force */
2036 object *abil = NULL; /* pointer to dragon ability force */
2037 object *tmp = NULL; /* tmp. object */
2038
2039 char buf[MAX_BUF]; /* tmp. string buffer */
2040 double chance; /* improvement-chance of one resistance type */
2041 double totalchance = 1; /* total chance of gaining one resistance */
2042 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2043 double mbonus = 0; /* monster bonus */
2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2045 int winners = 0; /* number of winners */
2046 int i; /* index */
2047
2048 /* let's make sure and doublecheck the parameters */
2049 if (meal->type != FLESH || !is_dragon_pl (op))
2050 return 0;
2051
2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2053 from the player's inventory */
2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2055 if (tmp->type == FORCE)
2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2057 skin = tmp;
2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2059 abil = tmp;
2060
2061 /* if either skin or ability are missing, this is an old player
2062 which is not to be considered a dragon -> bail out */
2063 if (skin == NULL || abil == NULL)
2064 return 0;
2065
2066 /* now start by filling stomache and health, according to food-value */
2067 if ((999 - op->stats.food) < meal->stats.food)
2068 op->stats.hp += (999 - op->stats.food) / 50;
2069 else
2070 op->stats.hp += meal->stats.food / 50;
2071 if (op->stats.hp > op->stats.maxhp)
2072 op->stats.hp = op->stats.maxhp;
2073
2074 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2075
2076 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2077
2078 /* on to the interesting part: chances for adding resistance */
2079 for (i = 0; i < NROFATTACKS; i++)
2080 {
2081 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2082 {
2083 /* got positive resistance, now calculate improvement chance (0-100) */
2084
2085 /* this bonus makes resistance increase easier at lower levels */
2086 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2087 if (i == abil->stats.exp)
2088 bonus += 5; /* additional bonus for resistance of ability-focus */
2089
2090 /* monster bonus increases with level, because high-level
2091 flesh is too rare */
2092 mbonus = op->level * 20. / ((double) settings.max_level);
2093
2094 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2095 ((double) settings.max_level)) - skin->resist[i];
2096
2097 if (chance >= 0.)
2098 chance += 1.;
2099 else
2100 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2101
2102 /* chance is proportional to amount of resistance (max. 50) */
2103 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2104
2105 /* doubled chance for resistance of ability-focus */
2106 if (i == abil->stats.exp)
2107 chance = MIN (100., chance * 2.);
2108
2109 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2110 if (rndm (10000) < (unsigned int) (chance * 100))
2111 {
2112 atnr_winner[winners] = i;
2113 winners++;
2114 }
2115
2116 if (chance >= 0.01)
2117 totalchance *= 1 - chance / 100;
2118
2119 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2120 }
2121 }
2122
2123 /* inverse totalchance as until now we have the failure-chance */
2124 totalchance = 100 - totalchance * 100;
2125 /* print message according to totalchance */
2126 if (totalchance > 50.)
2127 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2128 else if (totalchance > 10.)
2129 sprintf (buf, "The %s tasted very good.", &meal->name);
2130 else if (totalchance > 1.)
2131 sprintf (buf, "The %s tasted good.", &meal->name);
2132 else if (totalchance > 0.1)
2133 sprintf (buf, "The %s tasted bland.", &meal->name);
2134 else if (totalchance >= 0.01)
2135 sprintf (buf, "The %s had a boring taste.", &meal->name);
2136 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2137 sprintf (buf, "The %s tasted strange.", &meal->name);
2138 else
2139 sprintf (buf, "The %s had no taste.", &meal->name);
2140 new_draw_info (NDI_UNIQUE, 0, op, buf);
2141
2142 /* now choose a winner if we have any */
2143 i = -1;
2144 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners];
2146
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 {
2149 /* resistance increased! */
2150 skin->resist[i]++;
2151 op->update_stats ();
2152
2153 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2154 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2155 }
2156
2157 /* if this flesh contains a new ability focus, we mark it
2158 into the ability_force and it will take effect on next level */
2159 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2160 {
2161 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2162
2163 if (meal->last_eat != abil->stats.exp)
2164 {
2165 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2168 new_draw_info (NDI_UNIQUE, 0, op, buf);
2169 }
2170 else
2171 {
2172 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2173 new_draw_info (NDI_UNIQUE, 0, op, buf);
2174 abil->last_eat = 0;
2175 }
2176 }
2177 return 1;
2178 }
2179
2180 /**
2181 * Handles applying an improve armor scroll.
2182 * Does some sanity checks, then calls improve_armour.
2183 */
2184 static void
2185 apply_armour_improver (object *op, object *tmp)
2186 {
2187 object *armor;
2188
2189 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2190 {
2191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2192 return;
2193 }
2194
2195 armor = find_marked_object (op);
2196
2197 if (!armor)
2198 {
2199 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.");
2200 return;
2201 }
2202
2203 if (armor->type != ARMOUR
2204 && armor->type != CLOAK
2205 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2206 {
2207 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2208 return;
2209 }
2210
2211 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2212 improve_armour (op, tmp, armor);
2213 }
2214
2215 extern void
2216 apply_poison (object *op, object *tmp)
2217 {
2218 if (op->type == PLAYER)
2219 {
2220 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2221 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2222 strcpy (op->contr->killer, "poisonous booze");
2223 }
2224
2225 if (tmp->stats.hp > 0)
2226 {
2227 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2229 }
2230
2231 op->stats.food -= op->stats.food / 4;
2232 handle_apply_yield (tmp);
2233 decrease_ob (tmp);
2234 }
2235
2236 /**
2237 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2238 * A valid 2 way exit means:
2239 * -You can come back (there is another exit at the other side)
2240 * -You are
2241 * ° the owner of the exit
2242 * ° or in the same party as the owner
2243 *
2244 * Note: a owner in a 2 way exit is saved as the owner's name
2245 * in the field exit->name cause the field exit->owner doesn't
2246 * survive in the swapping (in fact the whole exit doesn't survive).
2247 */
2248 int
2249 is_legal_2ways_exit (object *op, object *exit)
2250 {
2251 if (exit->stats.exp != 1)
2252 return 1; /*This is not a 2 way, so it is legal */
2253
2254 #if 0 //TODO
2255 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2256 return 0; /* This is a reset town portal */
2257 #endif
2258
2259 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2260
2261 if (exitmap)
2262 {
2263 exitmap->load_sync ();
2264
2265 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2266
2267 if (!tmp)
2268 return 0;
2269
2270 for (; tmp; tmp = tmp->above)
2271 {
2272 if (tmp->type != EXIT)
2273 continue; /*Not an exit */
2274
2275 if (!EXIT_PATH (tmp))
2276 continue; /*Not a valid exit */
2277
2278 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2279 continue; /*Not in the same place */
2280
2281 if (exit->map->path != EXIT_PATH (tmp))
2282 continue; /*Not in the same map */
2283
2284 /* From here we have found the exit is valid. However we do
2285 * here the check of the exit owner. It is important for the
2286 * town portals to prevent strangers from visiting your appartments
2287 */
2288 if (!exit->race)
2289 return 1; /*No owner, free for all! */
2290
2291 object *exit_owner = 0;
2292
2293 for_all_players (pp)
2294 {
2295 if (!pp->ob)
2296 continue;
2297
2298 if (pp->ob->name != exit->race)
2299 continue;
2300
2301 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2302 break;
2303 }
2304
2305 if (!exit_owner)
2306 return 0; /* No more owner */
2307
2308 if (exit_owner->contr == op->contr)
2309 return 1; /*It is your exit */
2310
2311 if (exit_owner && /*There is a owner */
2312 (op->contr) && /*A player tries to pass */
2313 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2314 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2315 return 0;
2316
2317 return 1;
2318 }
2319 }
2320
2321 return 0;
2322 }
2323
2324 /**
2325 * Main apply handler.
2326 *
2327 * Checks for unpaid items before applying.
2328 *
2329 * Return value:
2330 * 0: player or monster can't apply objects of that type
2331 * 1: has been applied, or there was an error applying the object
2332 * 2: objects of that type can't be applied if not in inventory
2333 *
2334 * op is the object that is causing object to be applied, tmp is the object
2335 * being applied.
2336 *
2337 * aflag is special (always apply/unapply) flags. Nothing is done with
2338 * them in this function - they are passed to apply_special
2339 */
2340 int
2341 manual_apply (object *op, object *tmp, int aflag)
2342 {
2343 if (tmp->head)
2344 tmp = tmp->head;
2345
2346 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2347 {
2348 if (op->type == PLAYER)
2349 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2351 return 1;
2352 }
2353 else
2354 return 0; /* monsters just skip unpaid items */
2355 }
2356
2357 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2358 return RESULT_INT (0);
2359
2360 switch (tmp->type)
2361 {
2362 case CF_HANDLE:
2363 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2364 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2365 tmp->value = tmp->value ? 0 : 1;
2366 SET_ANIMATION (tmp, tmp->value);
2367 update_object (tmp, UP_OBJ_FACE);
2368 push_button (tmp);
2369 return 1;
2370
2371 case TRIGGER:
2372 if (check_trigger (tmp, op))
2373 {
2374 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2375 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2376 }
2377 else
2378 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2379
2380 return 1;
2381
2382 case EXIT:
2383 if (op->type != PLAYER)
2384 return 0;
2385
2386 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2387 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2388 else
2389 {
2390 /* Don't display messages for random maps. */
2391 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2392 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2393
2394 op->enter_exit (tmp);
2395 }
2396
2397 return 1;
2398
2399 case SIGN:
2400 apply_sign (op, tmp, 0);
2401 return 1;
2402
2403 case BOOK:
2404 if (op->type == PLAYER)
2405 {
2406 apply_book (op, tmp);
2407 return 1;
2408 }
2409 else
2410 return 0;
2411
2412 case SKILLSCROLL:
2413 if (op->type == PLAYER)
2414 {
2415 apply_skillscroll (op, tmp);
2416 return 1;
2417 }
2418 else
2419 return 0;
2420
2421 case SPELLBOOK:
2422 if (op->type == PLAYER)
2423 {
2424 apply_spellbook (op, tmp);
2425 return 1;
2426 }
2427 else
2428 return 0;
2429
2430 case SCROLL:
2431 apply_scroll (op, tmp, 0);
2432 return 1;
2433
2434 case POTION:
2435 apply_potion (op, tmp);
2436 return 1;
2437
2438 /* Eneq(@csd.uu.se): Handle apply on containers. */
2439 //TODO: remove, as it is unsed?
2440 case CLOSE_CON:
2441 apply_container (op, tmp->env);
2442 return 1;
2443
2444 case CONTAINER:
2445 apply_container (op, tmp);
2446 return 1;
2447
2448 case TREASURE:
2449 if (op->type == PLAYER)
2450 {
2451 apply_treasure (op, tmp);
2452 return 1;
2453 }
2454 else
2455 return 0;
2456
2457 case WEAPON:
2458 case ARMOUR:
2459 case BOOTS:
2460 case GLOVES:
2461 case AMULET:
2462 case GIRDLE:
2463 case BRACERS:
2464 case SHIELD:
2465 case HELMET:
2466 case RING:
2467 case CLOAK:
2468 case WAND:
2469 case ROD:
2470 case HORN:
2471 case SKILL:
2472 case BOW:
2473 case LAMP:
2474 case BUILDER:
2475 case SKILL_TOOL:
2476 if (tmp->env != op)
2477 return 2; /* not in inventory */
2478
2479 apply_special (op, tmp, aflag);
2480 return 1;
2481
2482 case DRINK:
2483 case FOOD:
2484 case FLESH:
2485 apply_food (op, tmp);
2486 return 1;
2487
2488 case POISON:
2489 apply_poison (op, tmp);
2490 return 1;
2491
2492 case SAVEBED:
2493 return 1;
2494
2495 case ARMOUR_IMPROVER:
2496 if (op->type == PLAYER)
2497 {
2498 apply_armour_improver (op, tmp);
2499 return 1;
2500 }
2501 else
2502 return 0;
2503
2504 case WEAPON_IMPROVER:
2505 check_improve_weapon (op, tmp);
2506 return 1;
2507
2508 case CLOCK:
2509 if (op->type == PLAYER)
2510 {
2511 char buf[MAX_BUF];
2512 timeofday_t tod;
2513
2514 get_tod (&tod);
2515 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2516 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2517 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2518 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2519 new_draw_info (NDI_UNIQUE, 0, op, buf);
2520 return 1;
2521 }
2522 else
2523 return 0;
2524
2525 case MENU:
2526 if (op->type == PLAYER)
2527 {
2528 shop_listing (tmp, op);
2529 return 1;
2530 }
2531 else
2532 return 0;
2533
2534 case POWER_CRYSTAL:
2535 apply_power_crystal (op, tmp); /* see egoitem.c */
2536 return 1;
2537
2538 case LIGHTER: /* for lighting torches/lanterns/etc */
2539 if (op->type == PLAYER)
2540 {
2541 apply_lighter (op, tmp);
2542 return 1;
2543 }
2544 else
2545 return 0;
2546
2547 case ITEM_TRANSFORMER:
2548 apply_item_transformer (op, tmp);
2549 return 1;
2550
2551 default:
2552 return 0;
2553 }
2554 }
2555
2556
2557 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2558 * messages as needed by player_apply_below(). But there can still be
2559 * "but you are floating high above the ground" messages.
2560 *
2561 * Same return value as apply() function.
2562 */
2563 int
2564 player_apply (object *pl, object *op, int aflag, int quiet)
2565 {
2566 int tmp;
2567
2568 if (op->env && (pl->move_type & MOVE_FLYING))
2569 {
2570 /* player is flying and applying object not in inventory */
2571 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2572 {
2573 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.>");
2574 return 0;
2575 }
2576 }
2577
2578 pl->contr->last_used = op;
2579
2580 tmp = manual_apply (pl, op, aflag);
2581 if (!quiet)
2582 {
2583 if (tmp == 0)
2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2585 else if (tmp == 2)
2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2587 }
2588
2589 return tmp;
2590 }
2591
2592 /**
2593 * player_apply_below attempts to apply the object 'below' the player.
2594 * If the player has an open container, we use that for below, otherwise
2595 * we use the ground.
2596 */
2597 void
2598 player_apply_below (object *pl)
2599 {
2600 int floors = 0;
2601
2602 /* If using a container, set the starting item to be the top
2603 * item in the container. Otherwise, use the map.
2604 * This is perhaps more complicated. However, I want to make sure that
2605 * we don't use a corrupt pointer for the next object, so we get the
2606 * next object in the stack before applying. This is can only be a
2607 * problem if player_apply() has a bug in that it uses the object but does
2608 * not return a proper value.
2609 */
2610 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2611 {
2612 next = tmp->below;
2613
2614 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2615 floors++;
2616 else if (floors > 0)
2617 return; /* process only floor objects after first floor object */
2618
2619 /* If it is visible, player can apply it. If it is applied by
2620 * person moving on it, also activate. Added code to make it
2621 * so that at least one of players movement types be that which
2622 * the item needs.
2623 */
2624 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2625 {
2626 if (player_apply (pl, tmp, 0, 1) == 1)
2627 return;
2628 }
2629 if (floors >= 2)
2630 return; /* process at most two floor objects */
2631 }
2632 }
2633
2634 /**
2635 * Unapplies specified item.
2636 * No check done on cursed/damned.
2637 * Break this out of apply_special - this is just done
2638 * to keep the size of apply_special to a more managable size.
2639 */
2640 static int
2641 unapply_special (object *who, object *op, int aflags)
2642 {
2643 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2644 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2645 return RESULT_INT (0);
2646
2647 CLEAR_FLAG (op, FLAG_APPLIED);
2648
2649 switch (op->type)
2650 {
2651 case SKILL_TOOL:
2652 // unapplying a skill tool should also unapply the skill it governs
2653 // but this is hard, as it shouldn't do so when the skill can
2654 // be used for other reasons
2655 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2656 if (tmp->skill == op->skill
2657 && tmp->type == SKILL
2658 && tmp->flag [FLAG_APPLIED]
2659 && !tmp->flag [FLAG_CAN_USE_SKILL])
2660 unapply_special (who, tmp, 0);
2661
2662 change_abil (who, op);
2663 break;
2664
2665 case WEAPON:
2666 if (player *pl = who->contr)
2667 if (op == pl->combat_ob)
2668 {
2669 pl->combat_ob = 0;
2670 who->change_weapon (pl->ranged_ob);
2671 }
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2674
2675 change_abil (who, op);
2676 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2677 break;
2678
2679 case SKILL:
2680 if (who->contr)
2681 {
2682 if (!op->invisible)
2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2684 else
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2686 }
2687
2688 change_abil (who, op);
2689 CLEAR_FLAG (who, FLAG_READY_SKILL);
2690 break;
2691
2692 case ARMOUR:
2693 case HELMET:
2694 case SHIELD:
2695 case RING:
2696 case BOOTS:
2697 case GLOVES:
2698 case AMULET:
2699 case GIRDLE:
2700 case BRACERS:
2701 case CLOAK:
2702 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2703 change_abil (who, op);
2704 break;
2705
2706 case LAMP:
2707 {
2708 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709
2710 object *tmp2 = arch_to_object (op->other_arch);
2711 tmp2->x = op->x;
2712 tmp2->y = op->y;
2713 tmp2->map = op->map;
2714 tmp2->below = op->below;
2715 tmp2->above = op->above;
2716 tmp2->stats.food = op->stats.food;
2717 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2718
2719 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2720 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2721
2722 if (who->contr)
2723 esrv_del_item (who->contr, op->count);
2724
2725 op->destroy ();
2726 insert_ob_in_ob (tmp2, who);
2727 who->update_stats ();
2728
2729 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2730 {
2731 if (who->contr)
2732 {
2733 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2734 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2735 }
2736 }
2737
2738 if (who->contr)
2739 esrv_send_item (who, tmp2);
2740 }
2741
2742 return 1; /* otherwise, an attempt to drop causes problems */
2743
2744 case BOW:
2745 case WAND:
2746 case ROD:
2747 case HORN:
2748 if (player *pl = who->contr)
2749 {
2750 if (op == pl->ranged_ob)
2751 {
2752 pl->ranged_ob = 0;
2753 who->change_weapon (pl->combat_ob);
2754 }
2755
2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2757 }
2758 else
2759 {
2760 who->change_skill (0);
2761
2762 if (op->type == BOW)
2763 CLEAR_FLAG (who, FLAG_READY_BOW);
2764 else
2765 CLEAR_FLAG (who, FLAG_READY_RANGE);
2766 }
2767
2768 break;
2769
2770 case BUILDER:
2771 if (who->contr)
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2773 break;
2774
2775 default:
2776 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2777 break;
2778 }
2779
2780 who->update_stats ();
2781
2782 if (!(aflags & AP_NO_MERGE))
2783 {
2784 object *tmp = merge_ob (op, 0);
2785
2786 if (who->contr)
2787 {
2788 if (tmp)
2789 { /* it was merged */
2790 esrv_del_item (who->contr, op->count);
2791 op = tmp;
2792 }
2793
2794 esrv_send_item (who, op);
2795 }
2796 }
2797
2798 return 0;
2799 }
2800
2801 /**
2802 * Returns the object that is using location 'loc'.
2803 * Note that 'start' is the first object to start examing - we
2804 * then go through the below of this. In this way, you can do
2805 * something like:
2806 * tmp = get_next_item_from_body_location(who->inv, 1);
2807 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2808 * to find the second object that may use this location, etc.
2809 * Returns NULL if no match is found.
2810 * loc is the index into the array we are looking for a match.
2811 * don't return invisible objects unless they are skill objects
2812 * invisible other objects that use
2813 * up body locations can be used as restrictions.
2814 */
2815 static object *
2816 get_next_item_from_body_location (int loc, object *start)
2817 {
2818 for (object *tmp = start; tmp; tmp = tmp->below)
2819 if (tmp->flag [FLAG_APPLIED]
2820 && tmp->slot[loc].info
2821 && (!tmp->invisible || tmp->type == SKILL))
2822 return tmp;
2823
2824 return 0;
2825 }
2826
2827 /**
2828 * 'op' wants to apply an object, but can't because of other equipment.
2829 * This should only be called when it is known
2830 * that there are objects to unapply. This makes pretty heavy
2831 * use of get_item_from_body_location. It makes no intelligent choice
2832 * on objects - rather, the first that is matched is used.
2833 * Returns 0 on success, returns 1 if there is some problem.
2834 * if aflags is AP_PRINT, we instead print out waht to unapply
2835 * instead of doing it. This is a lot less code than having
2836 * another function that does just that.
2837 */
2838
2839 #define CANNOT_REMOVE_CURSED \
2840 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2841 "Praying over an altar, scrolls of remove curse/damnation, " \
2842 "priests or even other players might help.>"
2843
2844 int
2845 unapply_for_ob (object *who, object *op, int aflags)
2846 {
2847 if (op->is_range ())
2848 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2849 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2850 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2851 {
2852 if (aflags & AP_PRINT)
2853 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2854 else
2855 unapply_special (who, tmp, aflags);
2856 }
2857 else
2858 {
2859 /* In this case, we want to try and remove a cursed item.
2860 * While we know it won't work, we want unapply_special to
2861 * at least generate the message.
2862 */
2863 new_draw_info_format (NDI_UNIQUE, 0, who,
2864 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865 query_name (tmp));
2866 return 1;
2867 }
2868
2869 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2870 {
2871 /* this used up a slot that we need to free */
2872 if (op->slot[i].info)
2873 {
2874 object *last = who->inv;
2875
2876 /* We do a while loop - may need to remove several items in order
2877 * to free up enough slots.
2878 */
2879 while ((who->slot[i].used + op->slot[i].info) < 0)
2880 {
2881 object *tmp = get_next_item_from_body_location (i, last);
2882
2883 if (!tmp)
2884 {
2885 #if 0
2886 /* Not a bug - we'll get this if the player has cursed items
2887 * equipped.
2888 */
2889 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2890 #endif
2891 return 1;
2892 }
2893
2894 /* If we are just printing, we don't care about cursed status */
2895 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2896 {
2897 if (aflags & AP_PRINT)
2898 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2899 else
2900 unapply_special (who, tmp, aflags);
2901 }
2902 else
2903 {
2904 /* Cursed item that we can't unequip - tell the player.
2905 * Note this could be annoying if this is just one of a few,
2906 * so it may not be critical (eg, putting on a ring and you have
2907 * one cursed ring.)
2908 */
2909 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2910 }
2911
2912 last = tmp->below;
2913 }
2914 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2915 * return in the !tmp would have kicked in.
2916 */
2917 } /* if op is using this body location */
2918 } /* for body lcoations */
2919
2920 return 0;
2921 }
2922
2923 /**
2924 * Checks to see if 'who' can apply object 'op'.
2925 * Returns 0 if apply can be done without anything special.
2926 * Otherwise returns a bitmask - potentially several of these may be
2927 * set, but largely depends on circumstance - in the future, processing
2928 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2929 * is set, do we really care what the other flags may be?)
2930 *
2931 * See include/define.h for detailed description of the meaning of
2932 * these return values.
2933 */
2934 int
2935 can_apply_object (object *who, object *op)
2936 {
2937 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2938 return RESULT_INT (0);
2939
2940 int retval = 0;
2941 object *tmp = 0, *ws = 0;
2942
2943 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2944 {
2945 if (op->slot[i].info)
2946 {
2947 /* Item uses more slots than we have */
2948 if (who->slot[i].info + op->slot [i].info < 0)
2949 {
2950 /* Could return now for efficiency - rest of info below isn't
2951 * really needed.
2952 */
2953 retval |= CAN_APPLY_NEVER;
2954 }
2955 else if (who->slot[i].used + op->slot[i].info < 0)
2956 {
2957 /* in this case, equipping this would use more free spots than
2958 * we have.
2959 */
2960
2961 /* if we have an applied weapon/shield, and unapply it would free
2962 * enough slots to equip the new item, then just set "can
2963 * apply unapply". We don't care about the logic below - if you have a
2964 * shield equipped and try to equip another shield, there is only
2965 * one choice. However, the check for the number of body locations
2966 * does take into the account cases where what is being applied
2967 * may be two handed for example.
2968 */
2969 if (ws)
2970 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2971 {
2972 retval |= CAN_APPLY_UNAPPLY;
2973 continue;
2974 }
2975
2976 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2977 if (!tmp1)
2978 {
2979 #if 0
2980 /* This is sort of an error, but happens a lot when old players
2981 * join in with more stuff equipped than they are now allowed.
2982 */
2983 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2984 #endif
2985 retval |= CAN_APPLY_NEVER;
2986 }
2987 else
2988 {
2989 /* need to unapply something. However, if this something
2990 * is different than we had found before, it means they need
2991 * to apply multiple objects
2992 */
2993 retval |= CAN_APPLY_UNAPPLY;
2994
2995 if (!tmp)
2996 tmp = tmp1;
2997 else if (tmp != tmp1)
2998 retval |= CAN_APPLY_UNAPPLY_MULT;
2999
3000 /* This object isn't using up all the slots, so there must
3001 * be another. If so, and it the new item doesn't need all
3002 * the slots, the player then has a choice.
3003 */
3004 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3005 && abs (op->slot[i].info) < who->slot[i].info)
3006 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3007
3008 /* Does unequippint 'tmp1' free up enough slots for this to be
3009 * equipped? If not, there must be something else to unapply.
3010 */
3011 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3012 retval |= CAN_APPLY_UNAPPLY_MULT;
3013 }
3014 } /* if not enough free slots */
3015 } /* if this object uses location i */
3016 } /* for i -> num_body_locations loop */
3017
3018 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3019 * really be controlled by use of body locations. We do have
3020 * the weapon/shield checks, and the range checks for monsters,
3021 * because you can't control those just by body location - bows, shields,
3022 * and weapons all use the same slot. Similar for horn/rod/wand - they
3023 * all use the same location.
3024 */
3025 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3026 retval |= CAN_APPLY_RESTRICTION;
3027
3028 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3029 retval |= CAN_APPLY_RESTRICTION;
3030
3031 if (who->type != PLAYER)
3032 {
3033 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3034 retval |= CAN_APPLY_RESTRICTION;
3035
3036 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3037 retval |= CAN_APPLY_RESTRICTION;
3038
3039 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3040 retval |= CAN_APPLY_RESTRICTION;
3041
3042 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3043 retval |= CAN_APPLY_RESTRICTION;
3044 }
3045
3046 return retval;
3047 }
3048
3049 /**
3050 * who is the object using the object. It can be a monster.
3051 * op is the object they are using. op is an equipment type item,
3052 * eg, one which you put on and keep on for a while, and not something
3053 * like a potion or scroll.
3054 *
3055 * function returns 1 if the action could not be completed, 0 on
3056 * success. However, success is a matter of meaning - if the
3057 * user passes the 'apply' flag to an object already applied,
3058 * nothing is done, and 0 is returned.
3059 *
3060 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3061 * AP_UNAPPLY=always unapply).
3062 *
3063 * Optional flags:
3064 * AP_NO_MERGE: don't merge an unapplied object with other objects
3065 * AP_IGNORE_CURSE: unapply cursed items
3066 * AP_NO_READY: do not ready skills when applying skill tools
3067 *
3068 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3069 *
3070 * apply_special() doesn't check for unpaid items.
3071 */
3072
3073 #define LACK_ITEM_POWER \
3074 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3075
3076 int
3077 apply_special (object *who, object *op, int aflags)
3078 {
3079 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL;
3081
3082 if (who == NULL)
3083 {
3084 LOG (llevError, "apply_special() from object without environment.\n");
3085 return 1;
3086 }
3087
3088 if (op->env != who)
3089 return 1; /* op is not in inventory */
3090
3091 /* trying to unequip op */
3092 if (QUERY_FLAG (op, FLAG_APPLIED))
3093 {
3094 /* always apply, so no reason to unapply */
3095 if (basic_flag == AP_APPLY)
3096 return 0;
3097
3098 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3099 {
3100 new_draw_info_format (NDI_UNIQUE, 0, who,
3101 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102 query_name (op));
3103 return 1;
3104 }
3105
3106 return unapply_special (who, op, aflags);
3107 }
3108
3109 if (basic_flag == AP_UNAPPLY)
3110 return 0;
3111
3112 // if the item is combat/ranged, wield the relevant slot first
3113 // to resolve conflicts.
3114 if (player *pl = who->contr)
3115 switch (op->slottype ())
3116 {
3117 case slot_combat: who->change_weapon (pl->combat_ob); break;
3118 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3119 }
3120
3121 splay (op);
3122
3123 /* Can't just apply this object. Lets see what not and what to do */
3124 if (int i = can_apply_object (who, op))
3125 {
3126 if (i & CAN_APPLY_NEVER)
3127 {
3128 new_draw_info_format (NDI_UNIQUE, 0, who,
3129 "You don't have the body to use a %s. H<You can never apply this item.>",
3130 query_name (op));
3131 return 1;
3132 }
3133 else if (i & CAN_APPLY_RESTRICTION)
3134 {
3135 new_draw_info_format (NDI_UNIQUE, 0, who,
3136 "You have a prohibition against using a %s. "
3137 "H<Your belief, profession or class prevents you from applying this item.>",
3138 query_name (op));
3139 return 1;
3140 }
3141
3142 if (who->type != PLAYER)
3143 {
3144 /* Some error, so don't try to equip something more */
3145 if (unapply_for_ob (who, op, aflags))
3146 return 1;
3147 }
3148 else
3149 {
3150 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3151 {
3152 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3153 unapply_for_ob (who, op, AP_PRINT);
3154 return 1;
3155 }
3156 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3157 if (unapply_for_ob (who, op, aflags))
3158 return 1;
3159 }
3160 }
3161
3162 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3163 {
3164 skop = find_skill_by_name (who, op->skill);
3165
3166 if (!skop)
3167 {
3168 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3169 return 1;
3170 }
3171 else
3172 /* While experience will be credited properly, we want to change the
3173 * skill so that the dam and wc get updated
3174 */
3175 who->change_skill (skop);
3176 }
3177
3178 if (who->type == PLAYER
3179 && op->item_power
3180 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3181 {
3182 new_draw_info (NDI_UNIQUE, 0, who,
3183 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3184 return 1;
3185 }
3186
3187 /* Ok. We are now at the state where we can apply the new object.
3188 * Note that we don't have the checks for can_use_...
3189 * below - that is already taken care of by can_apply_object.
3190 */
3191 if (op->nrof > 1)
3192 tmp = get_split_ob (op, op->nrof - 1);
3193 else
3194 tmp = 0;
3195
3196 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3197 return RESULT_INT (0);
3198
3199 switch (op->type)
3200 {
3201 case WEAPON:
3202 if (!check_weapon_power (who, op->last_eat))
3203 {
3204 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3205 "It would consume your soul!." LACK_ITEM_POWER);
3206
3207 if (tmp)
3208 insert_ob_in_ob (tmp, who);
3209
3210 return 1;
3211 }
3212
3213 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword.
3215 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3216 {
3217 /* if the weapon does not have the name as the character, can't use it. */
3218 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3219 new_draw_info (NDI_UNIQUE, 0, who,
3220 "The weapon does not recognize you as its owner. "
3221 "H<Its name indicates that it belongs to somebody else.>");
3222
3223 if (tmp)
3224 insert_ob_in_ob (tmp, who);
3225
3226 return 1;
3227 }
3228
3229 if (!skop)
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3232 return 1;
3233 }
3234
3235 SET_FLAG (op, FLAG_APPLIED);
3236 who->change_skill (skop);
3237
3238 if (who->contr)
3239 who->change_weapon (who->contr->combat_ob = op);
3240
3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3242
3243 SET_FLAG (who, FLAG_READY_WEAPON);
3244 change_abil (who, op);
3245 break;
3246
3247 case ARMOUR:
3248 case HELMET:
3249 case SHIELD:
3250 case BOOTS:
3251 case GLOVES:
3252 case GIRDLE:
3253 case BRACERS:
3254 case CLOAK:
3255 case RING:
3256 case AMULET:
3257 SET_FLAG (op, FLAG_APPLIED);
3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3259 change_abil (who, op);
3260 break;
3261
3262 case LAMP:
3263 if (op->stats.food < 1)
3264 {
3265 new_draw_info_format (NDI_UNIQUE, 0, who,
3266 "Your %s is out of fuel! "
3267 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3268 return 1;
3269 }
3270
3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3272 tmp2 = arch_to_object (op->other_arch);
3273 tmp2->stats.food = op->stats.food;
3274 SET_FLAG (tmp2, FLAG_APPLIED);
3275
3276 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3277 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3278
3279 insert_ob_in_ob (tmp2, who);
3280
3281 /* Remove the old lantern */
3282 if (who->type == PLAYER)
3283 esrv_del_item (who->contr, op->count);
3284
3285 op->destroy ();
3286
3287 /* insert the portion that was split off */
3288 if (tmp)
3289 {
3290 insert_ob_in_ob (tmp, who);
3291 if (who->type == PLAYER)
3292 esrv_send_item (who, tmp);
3293 }
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 if (who->type == PLAYER)
3299 {
3300 new_draw_info (NDI_UNIQUE, 0, who,
3301 "Oops, it feels deadly cold! "
3302 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3303 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3304 }
3305
3306 if (who->type == PLAYER)
3307 esrv_send_item (who, tmp2);
3308
3309 return 0;
3310
3311 case SKILL_TOOL:
3312 // applying a skill tool also readies the skill
3313 SET_FLAG (op, FLAG_APPLIED);
3314
3315 if (!(aflags & AP_NO_READY))
3316 {
3317 skop = find_skill_by_name (who, op->skill);
3318 if (!skop->flag [FLAG_APPLIED])
3319 apply_special (who, skop, AP_APPLY);
3320 }
3321 break;
3322
3323 case SKILL:
3324 if (player *pl = who->contr)
3325 {
3326 if (IS_COMBAT_SKILL (op->subtype))
3327 {
3328 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3329 {
3330 for (object *item = who->inv; item; item = item->below)
3331 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3332 {
3333 if (item->skill == op->skill)
3334 {
3335 who->change_weapon (pl->combat_ob = item);
3336 goto found_weapon;
3337 }
3338 }
3339
3340 new_draw_info_format (NDI_UNIQUE, 0, who,
3341 "You need to apply a '%s' melee weapon before readying this skill. "
3342 "H<Some skills need an item, in this case a melee weapon, to function.>",
3343 &op->skill);
3344 return 1;
3345
3346 found_weapon:;
3347 }
3348 else
3349 who->change_weapon (pl->combat_ob = op);
3350 }
3351 else if (IS_RANGED_SKILL (op->subtype))
3352 {
3353 if (skill_flags [op->subtype] & SF_NEED_BOW)
3354 {
3355 for (object *item = who->inv; item; item = item->below)
3356 if (item->type == BOW && item->flag [FLAG_APPLIED])
3357 {
3358 //TODO: bows should/must all have skill missile weapon right now
3359 who->change_weapon (pl->ranged_ob = item);
3360 goto found_bow;
3361 }
3362
3363 new_draw_info (NDI_UNIQUE, 0, who,
3364 "You need to apply a missile weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a missile weapon, to function.>");
3366 return 1;
3367
3368 found_bow:;
3369 }
3370 else
3371 who->change_weapon (pl->ranged_ob = op);
3372 }
3373
3374 if (!op->invisible)
3375 {
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3378 }
3379 else
3380 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3381 }
3382 else
3383 {
3384 SET_FLAG (op, FLAG_APPLIED);
3385 change_abil (who, op);
3386 who->chosen_skill = op;
3387 SET_FLAG (who, FLAG_READY_SKILL);
3388 }
3389
3390 break;
3391
3392 case BOW:
3393 if (!check_weapon_power (who, op->last_eat))
3394 {
3395 new_draw_info (NDI_UNIQUE, 0, who,
3396 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3398 if (tmp)
3399 insert_ob_in_ob (tmp, who);
3400
3401 return 1;
3402 }
3403
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3405 {
3406 new_draw_info (NDI_UNIQUE, 0, who,
3407 "The weapon does not recognize you as its owner. "
3408 "H<Its name indicates that it belongs to somebody else.>");
3409 if (tmp)
3410 insert_ob_in_ob (tmp, who);
3411
3412 return 1;
3413 }
3414
3415 /*FALLTHROUGH*/
3416 case WAND:
3417 case ROD:
3418 case HORN:
3419 /* check for skill, alter player status */
3420
3421 if (!skop)
3422 {
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3424 return 1;
3425 }
3426
3427 SET_FLAG (op, FLAG_APPLIED);
3428 who->change_skill (skop);
3429
3430 if (who->contr)
3431 {
3432 who->contr->ranged_ob = op;
3433
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3435
3436 if (op->type == BOW)
3437 {
3438 who->current_weapon = op;
3439 change_abil (who, op);
3440 new_draw_info_format (NDI_UNIQUE, 0, who,
3441 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3442 }
3443 }
3444 else
3445 {
3446 if (op->type == BOW)
3447 SET_FLAG (who, FLAG_READY_BOW);
3448 else
3449 SET_FLAG (who, FLAG_READY_RANGE);
3450 }
3451
3452 break;
3453
3454 case BUILDER:
3455 if (who->type == PLAYER)
3456 {
3457 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3458 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3459 unapply_special (who, who->contr->ranged_ob, 0);
3460
3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3462
3463 who->contr->ranged_ob = op;
3464 }
3465 break;
3466
3467 default:
3468 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3469 } /* end of switch op->type */
3470
3471 SET_FLAG (op, FLAG_APPLIED);
3472
3473 if (tmp)
3474 tmp = insert_ob_in_ob (tmp, who);
3475
3476 who->update_stats ();
3477
3478 /* We exclude spell casting objects. The fire code will set the
3479 * been applied flag when they are used - until that point,
3480 * you don't know anything about them.
3481 */
3482 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3483 SET_FLAG (op, FLAG_BEEN_APPLIED);
3484
3485 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3486 if (who->type == PLAYER)
3487 {
3488 new_draw_info (NDI_UNIQUE, 0, who,
3489 "Oops, it feels deadly cold! "
3490 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3491 SET_FLAG (op, FLAG_KNOWN_CURSED);
3492 }
3493
3494 if (who->type == PLAYER)
3495 {
3496 /* if multiple objects were applied, update both slots */
3497 if (tmp)
3498 esrv_send_item (who, tmp);
3499
3500 esrv_send_item (who, op);
3501 }
3502
3503 return 0;
3504 }
3505
3506 int
3507 monster_apply_special (object *who, object *op, int aflags)
3508 {
3509 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3510 return 1;
3511
3512 return apply_special (who, op, aflags);
3513 }
3514
3515 /**
3516 * Map was just loaded, handle op's initialisation.
3517 *
3518 * Generates shop floor's item, and treasures.
3519 */
3520 int
3521 auto_apply (object *op)
3522 {
3523 object *tmp = NULL, *tmp2;
3524 int i;
3525
3526 switch (op->type)
3527 {
3528 case SHOP_FLOOR:
3529 if (!op->has_random_items ())
3530 return 0;
3531
3532 do
3533 {
3534 i = 10; /* let's give it 10 tries */
3535 while ((tmp = generate_treasure (op->randomitems,
3536 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3537 if (tmp == NULL)
3538 return 0;
3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3540 {
3541 tmp->destroy ();
3542 tmp = NULL;
3543 }
3544 }
3545 while (!tmp);
3546
3547 tmp->x = op->x;
3548 tmp->y = op->y;
3549 SET_FLAG (tmp, FLAG_UNPAID);
3550 insert_ob_in_map (tmp, op->map, NULL, 0);
3551 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 identify (tmp);
3553 break;
3554
3555 case TREASURE:
3556 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3557 return 0;
3558
3559 while (op->stats.hp-- > 0)
3560 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3561 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3562
3563 /* If we generated an object and put it in this object inventory,
3564 * move it to the parent object as the current object is about
3565 * to disappear. An example of this item is the random_* stuff
3566 * that is put inside other objects.
3567 */
3568 for (tmp = op->inv; tmp; tmp = tmp2)
3569 {
3570 tmp2 = tmp->below;
3571 tmp->remove ();
3572
3573 if (op->env)
3574 insert_ob_in_ob (tmp, op->env);
3575 else
3576 tmp->destroy ();
3577 }
3578
3579 op->destroy ();
3580 break;
3581 }
3582 return tmp ? 1 : 0;
3583 }
3584
3585 /**
3586 * fix_auto_apply goes through the entire map every time a map
3587 * is loaded or swapped in and performs special actions for
3588 * certain objects (most initialization of chests and creation of
3589 * treasures and stuff). Calls auto_apply if appropriate.
3590 */
3591 void
3592 maptile::fix_auto_apply ()
3593 {
3594 if (!spaces)
3595 return;
3596
3597 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3598 for (object *tmp = ms->bot; tmp; )
3599 {
3600 object *above = tmp->above;
3601
3602 if (tmp->inv)
3603 {
3604 object *invtmp, *invnext;
3605
3606 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3607 {
3608 invnext = invtmp->below;
3609
3610 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3611 auto_apply (invtmp);
3612 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3613 {
3614 while ((invtmp->stats.hp--) > 0)
3615 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3616
3617 invtmp->randomitems = NULL;
3618 }
3619 else if (invtmp && invtmp->arch
3620 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3621 {
3622 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3623 /* Need to clear this so that we never try to create
3624 * treasure again for this object
3625 */
3626 invtmp->randomitems = NULL;
3627 }
3628 }
3629 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13
3634 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16
3638 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641 tmp->randomitems = NULL;
3642
3643 }
3644
3645 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3646 auto_apply (tmp);
3647 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3648 {
3649 while ((tmp->stats.hp--) > 0)
3650 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651 tmp->randomitems = NULL;
3652 }
3653 else if (tmp->type == TIMED_GATE)
3654 {
3655 object *head = tmp->head != NULL ? tmp->head : tmp;
3656
3657 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3658 tmp->set_speed (0);
3659 }
3660 /* This function can be called everytime a map is loaded, even when
3661 * swapping back in. As such, we don't want to create the treasure
3662 * over and ove again, so after we generate the treasure, blank out
3663 * randomitems so if it is swapped in again, it won't make anything.
3664 * This is a problem for the above objects, because they have counters
3665 * which say how many times to make the treasure.
3666 */
3667 else if (tmp && tmp->arch && tmp->type != PLAYER
3668 && tmp->type != TREASURE && tmp->type != SPELL
3669 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3670 {
3671 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3672 tmp->randomitems = NULL;
3673 }
3674
3675 // close all containers
3676 else if (tmp->type == CONTAINER)
3677 tmp->flag [FLAG_APPLIED] = 0;
3678
3679 tmp = above;
3680 }
3681
3682 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3683 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3684 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3685 check_trigger (tmp, tmp->above);
3686 }
3687
3688 /**
3689 * Handles player eating food that temporarily changes status (resistances, stats).
3690 * This used to call cast_change_attr(), but
3691 * that doesn't work with the new spell code. Since we know what
3692 * the food changes, just grab a force and use that instead.
3693 */
3694 void
3695 eat_special_food (object *who, object *food)
3696 {
3697 object *force;
3698 int i, did_one = 0;
3699
3700 force = get_archetype (FORCE_NAME);
3701
3702 for (i = 0; i < NUM_STATS; i++)
3703 if (sint8 k = food->stats.stat (i))
3704 {
3705 force->stats.stat (i) = k;
3706 did_one = 1;
3707 }
3708
3709 /* check if we can protect the eater */
3710 for (i = 0; i < NROFATTACKS; i++)
3711 {
3712 if (food->resist[i] > 0)
3713 {
3714 force->resist[i] = food->resist[i] / 2;
3715 did_one = 1;
3716 }
3717 }
3718
3719 if (did_one)
3720 {
3721 force->set_speed (0.1);
3722 /* bigger morsel of food = longer effect time */
3723 force->duration = food->stats.food / 5;
3724 SET_FLAG (force, FLAG_APPLIED);
3725 change_abil (who, force);
3726 insert_ob_in_ob (force, who);
3727 }
3728 else
3729 force->destroy ();
3730
3731 /* check for hp, sp change */
3732 if (food->stats.hp != 0)
3733 {
3734 if (QUERY_FLAG (food, FLAG_CURSED))
3735 {
3736 assign (who->contr->killer, food->name);
3737 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3738 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3739 }
3740 else
3741 {
3742 if (food->stats.hp > 0)
3743 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3744 else
3745 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3746 who->stats.hp += food->stats.hp;
3747 }
3748 }
3749 if (food->stats.sp != 0)
3750 {
3751 if (QUERY_FLAG (food, FLAG_CURSED))
3752 {
3753 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3754 who->stats.sp -= food->stats.sp;
3755 if (who->stats.sp < 0)
3756 who->stats.sp = 0;
3757 }
3758 else
3759 {
3760 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3761 who->stats.sp += food->stats.sp;
3762 /* place limit on max sp from food? */
3763 }
3764 }
3765 who->update_stats ();
3766 }
3767
3768 /**
3769 * Designed primarily to light torches/lanterns/etc.
3770 * Also burns up burnable material too. First object in the inventory is
3771 * the selected object to "burn". -b.t.
3772 */
3773 void
3774 apply_lighter (object *who, object *lighter)
3775 {
3776 object *item;
3777 int is_player_env = 0;
3778
3779 item = find_marked_object (who);
3780 if (item)
3781 {
3782 if (lighter->last_eat && lighter->stats.food)
3783 { /* lighter gets used up */
3784 /* Split multiple lighters if they're being used up. Otherwise *
3785 * one charge from each would be used up. --DAMN */
3786 if (lighter->nrof > 1)
3787 {
3788 object *oneLighter = lighter->clone ();
3789
3790 lighter->nrof -= 1;
3791 oneLighter->nrof = 1;
3792 oneLighter->stats.food--;
3793 esrv_send_item (who, lighter);
3794 oneLighter = insert_ob_in_ob (oneLighter, who);
3795 esrv_send_item (who, oneLighter);
3796 }
3797 else
3798 lighter->stats.food--;
3799 }
3800 else if (lighter->last_eat)
3801 { /* no charges left in lighter */
3802 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3803 return;
3804 }
3805
3806 /* Perhaps we should split what we are trying to light on fire?
3807 * I can't see many times when you would want to light multiple
3808 * objects at once.
3809 */
3810
3811 if (who == item->in_player ())
3812 is_player_env = 1;
3813
3814 save_throw_object (item, AT_FIRE, who);
3815
3816 if (item->destroyed ())
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3819 /* Need to update the player so that the players glow radius
3820 * gets changed.
3821 */
3822 if (is_player_env)
3823 who->update_stats ();
3824 }
3825 else
3826 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3827 }
3828 else /* nothing to light */
3829 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3830
3831 }
3832
3833 /**
3834 * op made some mistake with a scroll, this takes care of punishment.
3835 * scroll_failure()- hacked directly from spell_failure
3836 */
3837 void
3838 scroll_failure (object *op, int failure, int power)
3839 {
3840 if (abs (failure / 4) > power)
3841 power = abs (failure / 4); /* set minimum effect */
3842
3843 if (failure <= -1 && failure > -15)
3844 { /* wonder */
3845 object *tmp;
3846
3847 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3848 tmp = get_archetype (SPELL_WONDER);
3849 cast_wonder (op, op, 0, tmp);
3850 tmp->destroy ();
3851 }
3852 else if (failure <= -15 && failure > -35)
3853 { /* drain mana */
3854 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3855 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3856 if (op->stats.sp < 0)
3857 op->stats.sp = 0;
3858 }
3859 else if (settings.spell_failure_effects == TRUE)
3860 {
3861 if (failure <= -35 && failure > -60)
3862 { /* confusion */
3863 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3864 confuse_player (op, op, power);
3865 }
3866 else if (failure <= -60 && failure > -70)
3867 { /* paralysis */
3868 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3869 paralyze_player (op, op, power);
3870 }
3871 else if (failure <= -70 && failure > -80)
3872 { /* blind */
3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3874 blind_player (op, op, power);
3875 }
3876 else if (failure <= -80)
3877 { /* blast the immediate area */
3878 object *tmp = get_archetype (LOOSE_MANA);
3879 cast_magic_storm (op, tmp, power);
3880 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3881 tmp->destroy ();
3882 }
3883 }
3884 }
3885
3886 void
3887 apply_changes_to_player (object *pl, object *change)
3888 {
3889 int excess_stat = 0; /* if the stat goes over the maximum
3890 for the race, put the excess stat some
3891 where else. */
3892
3893 switch (change->type)
3894 {
3895 case CLASS:
3896 {
3897 living *stats = &(pl->contr->orig_stats);
3898 living *ns = &(change->stats);
3899 object *walk;
3900 int flag_change_face = 1;
3901
3902 /* the following code assigns stats up to the stat max
3903 * for the race, and if the stat max is exceeded,
3904 * tries to randomly reassign the excess stat
3905 */
3906 int i, j;
3907
3908 for (i = 0; i < NUM_STATS; i++)
3909 {
3910 int race_bonus = pl->arch->stats.stat (i);
3911 sint8 stat = stats->stat (i) + ns->stat (i);
3912
3913 if (stat > 20 + race_bonus)
3914 {
3915 excess_stat++;
3916 stat = 20 + race_bonus;
3917 }
3918
3919 stats->stat (i) = stat;
3920 }
3921
3922 for (j = 0; excess_stat > 0 && j < 100; j++)
3923 { /* try 100 times to assign excess stats */
3924 int i = rndm (0, 6);
3925
3926 if (i == CHA)
3927 continue; /* exclude cha from this */
3928
3929 int stat = stats->stat (i);
3930 int race_bonus = pl->arch->stats.stat (i);
3931 if (stat < 20 + race_bonus)
3932 {
3933 change_attr_value (stats, i, 1);
3934 excess_stat--;
3935 }
3936 }
3937
3938 /* insert the randomitems from the change's treasurelist into
3939 * the player ref: player.c
3940 */
3941 if (change->randomitems != NULL)
3942 give_initial_items (pl, change->randomitems);
3943
3944 /* set up the face, for some races. */
3945
3946 /* first, look for the force object banning
3947 * changing the face. Certain races never change face with class.
3948 */
3949 for (walk = pl->inv; walk != NULL; walk = walk->below)
3950 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3951 flag_change_face = 0;
3952
3953 if (flag_change_face)
3954 {
3955 pl->animation_id = GET_ANIM_ID (change);
3956 pl->face = change->face;
3957
3958 if (QUERY_FLAG (change, FLAG_ANIMATE))
3959 SET_FLAG (pl, FLAG_ANIMATE);
3960 else
3961 CLEAR_FLAG (pl, FLAG_ANIMATE);
3962 }
3963
3964 /* check the special case of can't use weapons */
3965 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3966 if (!strcmp (change->name, "monk"))
3967 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3968
3969 break;
3970 }
3971 }
3972 }
3973
3974 /**
3975 * This handles items of type 'transformer'.
3976 * Basically those items, used with a marked item, transform both items into something
3977 * else.
3978 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3979 * Change information is contained in the 'slaying' field of the marked item.
3980 * The format is as follow: transformer:[number ]yield[;transformer:...].
3981 * This way an item can be transformed in many things, and/or many objects.
3982 * The 'slaying' field for transformer is used as verb for the action.
3983 */
3984 void
3985 apply_item_transformer (object *pl, object *transformer)
3986 {
3987 object *marked;
3988 object *new_item;
3989 char *find;
3990 char *separator;
3991 int yield;
3992 char got[MAX_BUF];
3993 int len;
3994
3995 if (!pl || !transformer)
3996 return;
3997
3998 marked = find_marked_object (pl);
3999
4000 if (!marked)
4001 {
4002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4003 return;
4004 }
4005
4006 if (!marked->slaying)
4007 {
4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4009 return;
4010 }
4011
4012 /* check whether they are compatible or not */
4013 find = strstr (marked->slaying, transformer->arch->archname);
4014 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4015 {
4016 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4017 return;
4018 }
4019
4020 find += strlen (transformer->arch->archname) + 1;
4021 /* Item can be used, now find how many and what it yields */
4022 if (isdigit (*(find)))
4023 {
4024 yield = atoi (find);
4025 if (yield < 1)
4026 {
4027 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4028 yield = 1;
4029 }
4030 }
4031 else
4032 yield = 1;
4033
4034 while (isdigit (*find))
4035 find++;
4036 while (*find == ' ')
4037 find++;
4038
4039 memset (got, 0, MAX_BUF);
4040
4041 if ((separator = strchr (find, ';')) != NULL)
4042 len = separator - find;
4043 else
4044 len = strlen (find);
4045
4046 if (len > MAX_BUF - 1)
4047 len = MAX_BUF - 1;
4048
4049 strcpy (got, find);
4050 got[len] = '\0';
4051
4052 /* Now create new item, remove used ones when required. */
4053 new_item = get_archetype (got);
4054 if (!new_item)
4055 {
4056 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4057 return;
4058 }
4059
4060 new_item->nrof = yield;
4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4062 insert_ob_in_ob (new_item, pl);
4063 esrv_send_inventory (pl, pl);
4064 /* Eat up one item */
4065 decrease_ob_nr (marked, 1);
4066
4067 /* Eat one transformer if needed */
4068 if (transformer->stats.food)
4069 if (--transformer->stats.food == 0)
4070 decrease_ob_nr (transformer, 1);
4071 }