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/cvs/deliantra/server/server/apply.C
Revision: 1.120
Committed: Tue Jul 31 17:33:15 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.119: +2 -0 lines
Log Message:
- support more than the gcfclient-20-something sounds
  (dire hack) in sound.conf.res
- implement "sound" face for archetypes/objects.
- play sound face in signs either on map (triggered)
  or on the player reading it.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <cmath>
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31
32 #include <sproto.h>
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /**
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41 int
42 should_director_abort (object *op, object *victim)
43 {
44 int arch_flag, name_flag, race_flag;
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 {
58 arch_flag = (op->subtype & 1);
59 name_flag = (op->subtype & 2);
60 race_flag = (op->subtype & 4);
61 }
62 else
63 {
64 arch_flag = 1;
65 name_flag = 1;
66 race_flag = 1;
67 }
68
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77
78 /* If the director has slaying set, only affect objects where none
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87 }
88
89 /**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94 static int
95 apply_id_altar (object *money, object *altar, object *pl)
96 {
97 object *id, *marked;
98 int success = 0;
99
100 if (pl == NULL || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0;
108
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory.
112 */
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 {
115 if (operate_altar (altar, &money))
116 {
117 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
119 if (marked->msg)
120 {
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123 }
124 return money == NULL;
125 }
126 }
127
128 for (id = pl->inv; id; id = id->below)
129 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 {
132 if (operate_altar (altar, &money))
133 {
134 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 if (id->msg)
137 {
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break;
145 }
146 else
147 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break;
150 }
151 }
152 }
153 if (!success)
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
155 return money == NULL;
156 }
157
158 /**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162 void
163 handle_apply_yield (object *tmp)
164 {
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185 }
186
187 /**
188 * Handles applying a potion.
189 */
190 int
191 apply_potion (object *op, object *tmp)
192 {
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291
292 /* Just makes checking easier */
293 if (i < MIN (11, op->level))
294 got_one = 1;
295
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 {
298 if (got_one)
299 {
300 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
304 }
305 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
307 }
308 else
309 { /* cursed potion */
310 if (got_one)
311 {
312 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
314 }
315 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
317 }
318
319 decrease_ob (tmp);
320 return 1;
321 }
322
323
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
325 * and heroism all fit into this category. Given the spell object code,
326 * there is no limit to the number of spells that potions can be cast,
327 * but direction is problematic to try and imbue fireball potions for example.
328 */
329 if (tmp->inv)
330 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 {
333 object *fball;
334
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 }
344 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346
347 decrease_ob (tmp);
348 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats ();
351 return 1;
352 }
353
354 /* Deal with protection potions */
355 force = NULL;
356 for (i = 0; i < NROFATTACKS; i++)
357 {
358 if (tmp->resist[i])
359 {
360 if (!force)
361 force = get_archetype (FORCE_NAME);
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */
365 }
366 }
367 /* This is a protection potion */
368 if (force)
369 {
370 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
372 {
373 force->stats.food *= 10;
374 for (i = 0; i < NROFATTACKS; i++)
375 if (force->resist[i] > 0)
376 force->resist[i] = -force->resist[i]; /* prot => vuln */
377 }
378
379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force);
384 decrease_ob (tmp);
385 return 1;
386 }
387
388 /* Only thing left are the stat potions */
389 if (op->type == PLAYER)
390 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else
394 SET_FLAG (tmp, FLAG_APPLIED);
395 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 }
398
399 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears
402 * up all the stats.
403 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats ();
406 decrease_ob (tmp);
407 return 1;
408 }
409
410 /****************************************************************************
411 * Weapon improvement code follows
412 ****************************************************************************/
413
414 /**
415 * This returns the sum of nrof of item (arch name).
416 */
417 static int
418 check_item (object *op, const char *item)
419 {
420 int count = 0;
421
422
423 if (item == NULL)
424 return 0;
425
426 op = op->below;
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
442 }
443
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->archname, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 op->update_stats ();
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592 /**
593 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on.
595 */
596 int
597 prepare_weapon (object *op, object *improver, object *weapon)
598 {
599 int sacrifice_count, i;
600 char buf[MAX_BUF];
601
602 if (weapon->level != 0)
603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 return 0;
606 }
607
608 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i])
610 break;
611
612 /* If we break out, i will be less than nrofattacks, preventing
613 * improvement of items that already have protections.
614 */
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */
619 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 return 0;
622 }
623
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627
628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count);
631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */
638 decrease_ob (improver);
639 weapon->last_eat = 0;
640 return 1;
641 }
642
643
644 /**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason.
648 *
649 * Checks if weapon was prepared, if enough potions on the floor, ...
650 *
651 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve
654 */
655 int
656 improve_weapon (object *op, object *improver, object *weapon)
657 {
658 int sacrifice_count, sacrifice_needed = 0;
659
660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon);
663 }
664 if (weapon->level == 0)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667 return 0;
668 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672 return 0;
673 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679 return 0;
680 }
681 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved.
685 */
686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
688 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691 weapon->last_eat++;
692
693 weapon->item_power++;
694 decrease_ob (improver);
695 return 1;
696 }
697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
699 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1)
702 weapon->weight = 1;
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704 weapon->last_eat++;
705 weapon->item_power++;
706 decrease_ob (improver);
707 return 1;
708 }
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714 decrease_ob (improver);
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730 return 0;
731 }
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 }
754 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0;
756 }
757
758 /**
759 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work.
762 */
763 int
764 check_improve_weapon (object *op, object *tmp)
765 {
766 object *otmp;
767
768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 return 0;
775 }
776
777 otmp = find_marked_object (op);
778 if (!otmp)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 return 0;
782 }
783
784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 return 0;
788 }
789
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp);
793 return 1;
794 }
795
796 /**
797 * This code deals with the armour improvment scrolls.
798 * Change limits on improvement - let players go up to
799 * +5 no matter what level, but they are limited by item
800 * power.
801 * Try to use same improvement code as in the common/treasure.c
802 * file, so that if you make a +2 full helm, it will be just
803 * the same as one you find in a shop.
804 *
805 * deprecated comment:
806 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807 * only 'enchantment' of armour is possible - improving
808 * the stats of a player w/ armour as well as a weapon
809 * will probably horribly unbalance the game. Magic enchanting
810 * depends on the level of the character - ie the plus
811 * value (magic) of the armour can never be increased beyond
812 * the level of the character / 10 -- rounding upish, nor may
813 * the armour value of the piece of equipment exceed either
814 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now.
817 */
818 int
819 improve_armour (object *op, object *improver, object *armour)
820 {
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826 return 0;
827 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?)
832 */
833 if (armour->title)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836 return 0;
837 }
838
839 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge.
841 */
842 if (armour->nrof > 1)
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846
847 armour->magic++;
848
849 if (!settings.armor_speed_linear)
850 {
851 int base = 100;
852 int pow = 0;
853
854 while (pow < armour->magic)
855 {
856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++;
858 }
859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 }
862 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864
865 if (!settings.armor_weight_linear)
866 {
867 int base = 100;
868 int pow = 0;
869
870 while (pow < armour->magic)
871 {
872 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++;
874 }
875
876 armour->weight = (armour->arch->weight * base) / 100;
877 }
878 else
879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880
881 if (armour->weight <= 0)
882 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1;
885 }
886
887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888
889 if (op->type == PLAYER)
890 {
891 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats ();
894 }
895 decrease_ob (improver);
896 if (tmp)
897 {
898 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp);
900 }
901 return 1;
902 }
903
904
905 /*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken.
908 */
909 #define CONV_FROM(xyz) xyz->slaying
910 #define CONV_TO(xyz) xyz->other_arch
911 #define CONV_NR(xyz) xyz->stats.sp
912 #define CONV_NEED(xyz) xyz->stats.food
913
914 /* Takes one items and makes another.
915 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything.
918 */
919 int
920 convert_item (object *item, object *converter)
921 {
922 int nr = 0;
923 uint32 price_in;
924
925 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck)
928 */
929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
931 int cost;
932
933 if (item->type != MONEY)
934 return 0;
935
936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
938 return 0;
939 cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 decrease_ob_nr (item, cost);
944
945 price_in = cost * item->value;
946 }
947 else
948 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0;
952
953 if (CONV_NEED (converter))
954 {
955 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
959 else
960 {
961 price_in = item->value;
962 item->destroy ();
963 }
964 }
965
966 if (converter->inv != NULL)
967 {
968 object *ob;
969 int i;
970 object *ob_to_copy;
971
972 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 }
985 else
986 {
987 if (converter->other_arch == NULL)
988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1;
992 }
993
994 item = object_create_arch (converter->other_arch);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 }
997
998 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter);
1000 if (nr)
1001 item->nrof *= nr;
1002 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value)
1005 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /**
1010 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this
1012 */
1013 }
1014 SET_FLAG (item, FLAG_IDENTIFIED);
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016 return 1;
1017 }
1018
1019 /**
1020 * Handle apply on containers.
1021 * By Eneq(@csd.uu.se).
1022 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1023 * added the alchemical cauldron to the code -b.t.
1024 */
1025 int
1026 apply_container (object *op, object *sack)
1027 {
1028 if (op->type != PLAYER || !op->contr->ns)
1029 return 0; /* This might change */
1030
1031 if (!sack || sack->type != CONTAINER)
1032 {
1033 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1034 return 0;
1035 }
1036
1037 op->contr->last_used = 0;
1038
1039 if (sack->env && sack->env != op)
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1042 return 1;
1043 }
1044
1045 // already applied == open on ground, or open in inv, or active in inv
1046 if (sack->flag [FLAG_APPLIED])
1047 {
1048 if (op->container == sack)
1049 {
1050 // open on ground or inv, so close
1051 op->close_container ();
1052 return 1;
1053 }
1054 else if (!sack->env)
1055 {
1056 // active, but not ours: some other player has opened it
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1058 return 1;
1059 }
1060
1061 // fall through to opening it (active in inv)
1062 }
1063 else if (sack->env)
1064 {
1065 // it is in our env, so activate it, do not open yet
1066 op->close_container ();
1067 sack->flag [FLAG_APPLIED] = 1;
1068 esrv_update_item (UPD_FLAGS, op, sack);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1070 return 1;
1071 }
1072
1073 // it's locked?
1074 if (sack->slaying)
1075 {
1076 if (object *tmp = find_key (op, op, sack))
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1078 else
1079 {
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1081 return 1;
1082 }
1083 }
1084
1085 op->open_container (sack);
1086
1087 return 1;
1088 }
1089
1090 /**
1091 * Handles dropping things on altar.
1092 * Returns true if sacrifice was accepted.
1093 */
1094 static int
1095 apply_altar (object *altar, object *sacrifice, object *originator)
1096 {
1097 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0;
1100
1101 if (operate_altar (altar, &sacrifice))
1102 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * with an altar. We call it a Potion - altars are stationary - it
1105 * is up to map designers to use them properly.
1106 */
1107 if (altar->inv && altar->inv->type == SPELL)
1108 {
1109 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1110 cast_spell (originator, altar, 0, altar->inv, NULL);
1111 /* If it is connected, push the button. Fixes some problems with
1112 * old maps.
1113 */
1114
1115 /* push_button (altar);*/
1116 }
1117 else
1118 {
1119 altar->value = 1; /* works only once */
1120 push_button (altar);
1121 }
1122
1123 return !sacrifice;
1124 }
1125 else
1126 return 0;
1127 }
1128
1129 /**
1130 * Handles 'movement' of shop mats.
1131 * Returns 1 if 'op' was destroyed, 0 if not.
1132 * Largely re-written to not use nearly as many gotos, plus
1133 * some of this code just looked plain out of date.
1134 * MSW 2001-08-29
1135 */
1136 int
1137 apply_shop_mat (object *shop_mat, object *op)
1138 {
1139 int rv = 0;
1140 double opinion;
1141 object *tmp, *next;
1142
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144
1145 if (op->type != PLAYER)
1146 {
1147 /* Remove all the unpaid objects that may be carried here.
1148 * This could be pets or monsters that are somehow in
1149 * the shop.
1150 */
1151 for (tmp = op->inv; tmp; tmp = next)
1152 {
1153 next = tmp->below;
1154
1155 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1156 {
1157 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1158
1159 tmp->remove ();
1160
1161 if (i == -1)
1162 i = 0;
1163
1164 tmp->map = op->map;
1165 tmp->x = op->x + freearr_x[i];
1166 tmp->y = op->y + freearr_y[i];
1167 insert_ob_in_map (tmp, op->map, op, 0);
1168 }
1169 }
1170
1171 /* Don't teleport things like spell effects */
1172 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 return 0;
1174
1175 /* unpaid objects, or non living objects, can't transfer by
1176 * shop mats. Instead, put it on a nearby space.
1177 */
1178 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179 {
1180
1181 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1183
1184 if (i != -1)
1185 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1186
1187 return 0;
1188 }
1189 /* Removed code that checked for multipart objects - it appears that
1190 * the teleport function should be able to handle this just fine.
1191 */
1192 rv = teleport (shop_mat, SHOP_MAT, op);
1193 }
1194 else if (can_pay (op) && get_payment (op))
1195 {
1196 /* this is only used for players */
1197 rv = teleport (shop_mat, SHOP_MAT, op);
1198
1199 if (shop_mat->msg)
1200 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1201 /* This check below is a bit simplistic - generally it should be correct,
1202 * but there is never a guarantee that the bottom space on the map is
1203 * actually the shop floor.
1204 */
1205 else if (!rv && !is_in_shop (op))
1206 {
1207 opinion = shopkeeper_approval (op->map, op);
1208
1209 if (opinion > 0.9)
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1211 else if (opinion > 0.75)
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1213 else if (opinion > 0.5)
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215 else
1216 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 }
1218 }
1219 else
1220 {
1221 /* if we get here, a player tried to leave a shop but was not able
1222 * to afford the items he has. We try to move the player so that
1223 * they are not on the mat anymore
1224 */
1225 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1226
1227 if (i == -1)
1228 {
1229 LOG (llevError, "Internal shop-mat problem.\n");
1230 }
1231 else
1232 {
1233 op->remove ();
1234 op->x += freearr_x[i];
1235 op->y += freearr_y[i];
1236 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1237 }
1238 }
1239
1240 CLEAR_FLAG (op, FLAG_NO_APPLY);
1241 return rv;
1242 }
1243
1244 /**
1245 * Handles applying a sign.
1246 */
1247 static void
1248 apply_sign (object *op, object *sign, int autoapply)
1249 {
1250 readable_message_type *msgType;
1251
1252 if (sign->msg == NULL)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264
1265 return;
1266 }
1267
1268 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1269 sign->last_eat++;
1270 }
1271
1272 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1273 * No way to know for sure. The presumption is basically that if
1274 * move_on is zero, it needs to be manually applied (doesn't talk
1275 * to us).
1276 */
1277 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1278 {
1279 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1280 return;
1281 }
1282
1283 if (op->contr)
1284 if (client *ns = op->contr->ns)
1285 {
1286 ns->play_sound (sign->sound);
1287 msgType = get_readable_message_type (sign);
1288
1289 if (ns->can_msg)
1290 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1291 else
1292 {
1293 char newbuf[HUGE_BUF];
1294 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1295 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1296 }
1297 }
1298 }
1299
1300 /**
1301 * 'victim' moves onto 'trap'
1302 * 'victim' leaves 'trap'
1303 * effect is determined by move_on/move_off of trap and move_type of victime.
1304 *
1305 * originator: Player, monster or other object that caused 'victim' to move
1306 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1307 * However, some types of traps require an originator to function.
1308 */
1309 void
1310 move_apply (object *trap, object *victim, object *originator)
1311 {
1312 static int recursion_depth = 0;
1313
1314 /* Only exits affect DMs. */
1315 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1316 return;
1317
1318 /* move_apply() is the most likely candidate for causing unwanted and
1319 * possibly unlimited recursion.
1320 */
1321 /* The following was changed because it was causing perfeclty correct
1322 * maps to fail. 1) it's not an error to recurse:
1323 * rune detonates, summoning monster. monster lands on nearby rune.
1324 * nearby rune detonates. This sort of recursion is expected and
1325 * proper. This code was causing needless crashes.
1326 */
1327 if (recursion_depth >= 500)
1328 {
1329 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1330 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1331 return;
1332 }
1333
1334 recursion_depth++;
1335 if (trap->head)
1336 trap = trap->head;
1337
1338 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1339 goto leave;
1340
1341 switch (trap->type)
1342 {
1343 case PLAYERMOVER:
1344 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1345 {
1346 if (!trap->stats.maxsp)
1347 trap->stats.maxsp = 2;
1348
1349 /* Is this correct? From the docs, it doesn't look like it
1350 * should be divided by trap->speed
1351 */
1352 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1353
1354 /* Just put in some sanity check. I think there is a bug in the
1355 * above with some objects have zero speed, and thus the player
1356 * getting permanently paralyzed.
1357 */
1358 if (victim->speed_left < -50.f)
1359 victim->speed_left = -50.f;
1360 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1361 }
1362 goto leave;
1363
1364 case SPINNER:
1365 if (victim->direction)
1366 {
1367 victim->direction = absdir (victim->direction - trap->stats.sp);
1368 update_turn_face (victim);
1369 }
1370 goto leave;
1371
1372 case DIRECTOR:
1373 if (victim->direction && !should_director_abort (trap, victim))
1374 {
1375 victim->direction = trap->stats.sp;
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case BUTTON:
1381 case PEDESTAL:
1382 update_button (trap);
1383 goto leave;
1384
1385 case ALTAR:
1386 /* sacrifice victim on trap */
1387 apply_altar (trap, victim, originator);
1388 goto leave;
1389
1390 case THROWN_OBJ:
1391 if (trap->inv == NULL)
1392 goto leave;
1393 /* fallthrough */
1394
1395 case ARROW:
1396 /* bad bug: monster throw a object, make a step forwards, step on object ,
1397 * trigger this here and get hit by own missile - and will be own enemy.
1398 * Victim then is his own enemy and will start to kill herself (this is
1399 * removed) but we have not synced victim and his missile. To avoid senseless
1400 * action, we avoid hits here
1401 */
1402 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1403 hit_with_arrow (trap, victim);
1404 goto leave;
1405
1406 case SPELL_EFFECT:
1407 apply_spell_effect (trap, victim);
1408 goto leave;
1409
1410 case TRAPDOOR:
1411 {
1412 int max, sound_was_played;
1413 object *ab, *ab_next;
1414
1415 if (!trap->value)
1416 {
1417 int tot;
1418
1419 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1420 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1421 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1422
1423 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1424 goto leave;
1425
1426 SET_ANIMATION (trap, trap->value);
1427 update_object (trap, UP_OBJ_FACE);
1428 }
1429
1430 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1431 {
1432 /* need to set this up, since if we do transfer the object,
1433 * ab->above would be bogus
1434 */
1435 ab_next = ab->above;
1436
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 {
1439 if (!sound_was_played)
1440 {
1441 trap->play_sound (sound_find ("fall_hole"));
1442 sound_was_played = 1;
1443 }
1444
1445 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1446 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1447 }
1448 }
1449 goto leave;
1450 }
1451
1452
1453 case CONVERTER:
1454 if (convert_item (victim, trap) < 0)
1455 {
1456 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1457 get_archetype ("burnout")->insert_at (trap, trap);
1458 }
1459
1460 goto leave;
1461
1462 case TRIGGER_BUTTON:
1463 case TRIGGER_PEDESTAL:
1464 case TRIGGER_ALTAR:
1465 check_trigger (trap, victim);
1466 goto leave;
1467
1468 case DEEP_SWAMP:
1469 walk_on_deep_swamp (trap, victim);
1470 goto leave;
1471
1472 case CHECK_INV:
1473 check_inv (victim, trap);
1474 goto leave;
1475
1476 case HOLE:
1477 /* Hole not open? */
1478 if (trap->stats.wc > 0)
1479 goto leave;
1480
1481 /* Is this a multipart monster and not the head? If so, return.
1482 * Processing will happen if the head runs into the pit
1483 */
1484 if (victim->head)
1485 goto leave;
1486
1487 victim->play_sound (sound_find ("fall_hole"));
1488 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1489 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1490 goto leave;
1491
1492 case EXIT:
1493 if (victim->type == PLAYER && EXIT_PATH (trap))
1494 {
1495 /* Basically, don't show exits leading to random maps the
1496 * players output.
1497 */
1498 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1499 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1500
1501 victim->enter_exit (trap);
1502 }
1503 goto leave;
1504
1505 case ENCOUNTER:
1506 /* may be some leftovers on this */
1507 goto leave;
1508
1509 case SHOP_MAT:
1510 apply_shop_mat (trap, victim);
1511 goto leave;
1512
1513 /* Drop a certain amount of gold, and have one item identified */
1514 case IDENTIFY_ALTAR:
1515 apply_id_altar (victim, trap, originator);
1516 goto leave;
1517
1518 case SIGN:
1519 if (victim->type != PLAYER && trap->stats.food > 0)
1520 goto leave; /* monsters musn't apply magic_mouths with counters */
1521
1522 apply_sign (victim, trap, 1);
1523 goto leave;
1524
1525 case CONTAINER:
1526 apply_container (victim, trap);
1527 goto leave;
1528
1529 case RUNE:
1530 case TRAP:
1531 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1532 {
1533 spring_trap (trap, victim);
1534 }
1535 goto leave;
1536
1537 default:
1538 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1539 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1540 goto leave;
1541 }
1542
1543 leave:
1544 recursion_depth--;
1545 }
1546
1547 /**
1548 * Handles reading a regular (ie not containing a spell) book.
1549 */
1550 static void
1551 apply_book (object *op, object *tmp)
1552 {
1553 int lev_diff;
1554 object *skill_ob;
1555
1556 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1557 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1559 return;
1560 }
1561
1562 if (!tmp->msg)
1563 {
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1565 return;
1566 }
1567
1568 /* need a literacy skill to read stuff! */
1569 skill_ob = find_skill_by_name (op, tmp->skill);
1570 if (!skill_ob)
1571 {
1572 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1573 return;
1574 }
1575
1576 lev_diff = tmp->level - (skill_ob->level + 5);
1577 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1578 {
1579 if (lev_diff < 2)
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1581 else if (lev_diff < 3)
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1583 else if (lev_diff < 5)
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1585 else if (lev_diff < 8)
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1587 else if (lev_diff < 15)
1588 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1589 else
1590 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1591 return;
1592 }
1593
1594 readable_message_type *msgType = get_readable_message_type (tmp);
1595
1596 if (player *pl = op->contr)
1597 if (client *ns = pl->ns)
1598 if (ns->can_msg)
1599 {
1600 dynbuf_text buf;
1601 buf << long_desc (tmp, op)
1602 << "\n\n"
1603 << tmp->msg
1604 << '\0';
1605 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1606 }
1607 else
1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1609 msgType->message_type, msgType->message_subtype,
1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1612
1613 /* gain xp from reading */
1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */
1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1617
1618 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1619 {
1620 /*exp_gain *= 2; because they just identified it too */
1621 SET_FLAG (tmp, FLAG_IDENTIFIED);
1622
1623 /* If in a container, update how it looks */
1624 if (tmp->env)
1625 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1626 else
1627 op->contr->ns->floorbox_update ();
1628 }
1629
1630 change_exp (op, exp_gain, skill_ob->skill, 0);
1631 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1632 }
1633 }
1634
1635 /**
1636 * Handles the applying of a skill scroll, calling learn_skill straight.
1637 * op is the person learning the skill, tmp is the skill scroll object
1638 */
1639 static void
1640 apply_skillscroll (object *op, object *tmp)
1641 {
1642 switch ((int) learn_skill (op, tmp))
1643 {
1644 case 0:
1645 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1646 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1647 return;
1648
1649 case 1:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1651 decrease_ob (tmp);
1652 return;
1653
1654 default:
1655 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1656 decrease_ob (tmp);
1657 return;
1658 }
1659 }
1660
1661 /**
1662 * Actually makes op learn spell.
1663 * Informs player of what happens.
1664 */
1665 void
1666 do_learn_spell (object *op, object *spell, int special_prayer)
1667 {
1668 object *tmp;
1669
1670 if (op->type != PLAYER)
1671 {
1672 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1673 return;
1674 }
1675
1676 /* Upgrade special prayers to normal prayers */
1677 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1678 {
1679 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1680 {
1681 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1682 return;
1683 }
1684 return;
1685 }
1686
1687 op->contr->play_sound (sound_find ("learn_spell"));
1688
1689 tmp = spell->clone ();
1690 insert_ob_in_ob (tmp, op);
1691
1692 if (special_prayer)
1693 SET_FLAG (tmp, FLAG_STARTEQUIP);
1694
1695 esrv_add_spells (op->contr, tmp);
1696 }
1697
1698 /**
1699 * Erases spell from player's inventory.
1700 */
1701 void
1702 do_forget_spell (object *op, const char *spell)
1703 {
1704 object *spob;
1705
1706 if (op->type != PLAYER)
1707 {
1708 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1709 return;
1710 }
1711 if ((spob = check_spell_known (op, spell)) == NULL)
1712 {
1713 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1714 return;
1715 }
1716
1717 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1718 player_unready_range_ob (op->contr, spob);
1719 esrv_remove_spell (op->contr, spob);
1720 spob->destroy ();
1721 }
1722
1723 /**
1724 * Handles player applying a spellbook.
1725 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1726 * stuff like that. Random learning failure too.
1727 */
1728 static void
1729 apply_spellbook (object *op, object *tmp)
1730 {
1731 object *skop, *spell, *spell_skill;
1732
1733 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1734 {
1735 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1736 return;
1737 }
1738
1739 /* artifact_spellbooks have 'slaying' field point to a spell name,
1740 * instead of having their spell stored in stats.sp. These are
1741 * legacy spellbooks
1742 */
1743 if (tmp->slaying)
1744 {
1745 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1746 if (!spell)
1747 {
1748 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1749 return;
1750 }
1751 else
1752 insert_ob_in_ob (spell, tmp);
1753
1754 tmp->slaying = 0;
1755 }
1756
1757 skop = find_skill_by_name (op, tmp->skill);
1758
1759 /* need a literacy skill to learn spells. Also, having a literacy level
1760 * lower than the spell will make learning the spell more difficult */
1761 if (!skop)
1762 {
1763 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1764 return;
1765 }
1766
1767 spell = tmp->inv;
1768
1769 if (!spell)
1770 {
1771 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1772 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1773 return;
1774 }
1775
1776 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1777 {
1778 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1779 return;
1780 }
1781
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1783
1784 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1785 {
1786 identify (tmp);
1787
1788 if (tmp->env)
1789 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1790 else
1791 op->contr->ns->floorbox_update ();
1792 }
1793
1794 /* I removed the check for special_prayer_mark here - it didn't make
1795 * a lot of sense - special prayers are not found in spellbooks, and
1796 * if the player doesn't know the spell, doesn't make a lot of sense that
1797 * they would have a special prayer mark.
1798 */
1799 if (check_spell_known (op, spell->name))
1800 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1802 return;
1803 }
1804
1805 if (spell->skill)
1806 {
1807 spell_skill = find_skill_by_name (op, spell->skill);
1808
1809 if (!spell_skill)
1810 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1812 return;
1813 }
1814
1815 if (spell_skill->level < spell->level)
1816 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1818 return;
1819 }
1820 }
1821
1822 /* Logic as follows
1823 *
1824 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1825 *
1826 * 2- The learner's skill level in literacy adjusts the chance to learn
1827 * a spell.
1828 *
1829 * 3 -Automatically fail to learn if you read while confused
1830 *
1831 * Overall, chances are the same but a player will find having a high
1832 * literacy rate very useful! -b.t.
1833 */
1834 if (QUERY_FLAG (op, FLAG_CONFUSED))
1835 {
1836 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1837 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1838 }
1839 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1840 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1841 {
1842
1843 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1844 do_learn_spell (op, spell, 0);
1845
1846 /* xp gain to literacy for spell learning */
1847 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1848 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1849 }
1850 else
1851 {
1852 op->contr->play_sound (sound_find ("fumble_spell"));
1853 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");
1854 }
1855
1856 decrease_ob (tmp);
1857 }
1858
1859 /**
1860 * Handles applying a spell scroll.
1861 */
1862 void
1863 apply_scroll (object *op, object *tmp, int dir)
1864 {
1865 object *skop;
1866
1867 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1868 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1870 return;
1871 }
1872
1873 if (!tmp->inv || tmp->inv->type != SPELL)
1874 {
1875 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1876 return;
1877 }
1878
1879 if (op->type == PLAYER)
1880 {
1881 /* players need a literacy skill to read stuff! */
1882 int exp_gain = 0;
1883
1884 /* hard code literacy - tmp->skill points to where the exp
1885 * should go for anything killed by the spell.
1886 */
1887 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1888
1889 if (!skop)
1890 {
1891 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1892 return;
1893 }
1894
1895 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1896 change_exp (op, exp_gain, skop->skill, 0);
1897 }
1898
1899 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1900 identify (tmp);
1901
1902 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1903
1904 cast_spell (op, tmp, dir, tmp->inv, NULL);
1905 decrease_ob (tmp);
1906 }
1907
1908 /**
1909 * Applies a treasure object - by default, chest. op
1910 * is the person doing the applying, tmp is the treasure
1911 * chest.
1912 */
1913 static void
1914 apply_treasure (object *op, object *tmp)
1915 {
1916 /* Nice side effect of new treasure creation method is that the treasure
1917 * for the chest is done when the chest is created, and put into the chest
1918 * inventory. So that when the chest burns up, the items still exist. Also
1919 * prevents people fromt moving chests to more difficult maps to get better
1920 * treasure
1921 */
1922 object *treas = tmp->inv;
1923
1924 if (!treas)
1925 {
1926 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1927 decrease_ob (tmp);
1928 return;
1929 }
1930
1931 while (tmp->inv)
1932 {
1933 treas = tmp->inv;
1934
1935 treas->remove ();
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1937
1938 treas->x = op->x;
1939 treas->y = op->y;
1940 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1941
1942 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1943 spring_trap (treas, op);
1944
1945 /* If either player or container was destroyed, no need to do
1946 * further processing. I think this should be enclused with
1947 * spring trap above, as I don't think there is otherwise
1948 * any way for the treasure chest or player to get killed
1949 */
1950 if (op->destroyed () || tmp->destroyed ())
1951 break;
1952 }
1953
1954 if (!tmp->destroyed () && tmp->inv == NULL)
1955 decrease_ob (tmp);
1956
1957 }
1958
1959 /**
1960 * op eats food.
1961 * If player, takes care of messages and dragon special food.
1962 */
1963 static void
1964 apply_food (object *op, object *tmp)
1965 {
1966 int capacity_remaining;
1967
1968 if (op->type != PLAYER)
1969 op->stats.hp = op->stats.maxhp;
1970 else
1971 {
1972 /* check if this is a dragon (player), eating some flesh */
1973 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1974 ;
1975 else
1976 {
1977 /* usual case - no dragon meal: */
1978 if (op->stats.food + tmp->stats.food > 999)
1979 {
1980 if (tmp->type == FOOD || tmp->type == FLESH)
1981 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1982 else
1983 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1984 }
1985
1986 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1987 {
1988 char buf[MAX_BUF];
1989
1990 if (!is_dragon_pl (op))
1991 {
1992 /* eating message for normal players */
1993 if (tmp->type == DRINK)
1994 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1995 else
1996 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1997 }
1998 else
1999 {
2000 /* eating message for dragon players */
2001 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2002 }
2003
2004 new_draw_info (NDI_UNIQUE, 0, op, buf);
2005 capacity_remaining = 999 - op->stats.food;
2006 op->stats.food += tmp->stats.food;
2007 if (capacity_remaining < tmp->stats.food)
2008 op->stats.hp += capacity_remaining / 50;
2009 else
2010 op->stats.hp += tmp->stats.food / 50;
2011 if (op->stats.hp > op->stats.maxhp)
2012 op->stats.hp = op->stats.maxhp;
2013 if (op->stats.food > 999)
2014 op->stats.food = 999;
2015 }
2016
2017 /* special food hack -b.t. */
2018 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2019 eat_special_food (op, tmp);
2020 }
2021 }
2022
2023 handle_apply_yield (tmp);
2024 decrease_ob (tmp);
2025 }
2026
2027 /**
2028 * A dragon is eating some flesh. If the flesh contains resistances,
2029 * there is a chance for the dragon's skin to get improved.
2030 *
2031 * attributes:
2032 * object *op the object (dragon player) eating the flesh
2033 * object *meal the flesh item, getting chewed in dragon's mouth
2034 * return:
2035 * int 1 if eating successful, 0 if it doesn't work
2036 */
2037 int
2038 dragon_eat_flesh (object *op, object *meal)
2039 {
2040 object *skin = NULL; /* pointer to dragon skin force */
2041 object *abil = NULL; /* pointer to dragon ability force */
2042 object *tmp = NULL; /* tmp. object */
2043
2044 char buf[MAX_BUF]; /* tmp. string buffer */
2045 double chance; /* improvement-chance of one resistance type */
2046 double totalchance = 1; /* total chance of gaining one resistance */
2047 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2048 double mbonus = 0; /* monster bonus */
2049 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2050 int winners = 0; /* number of winners */
2051 int i; /* index */
2052
2053 /* let's make sure and doublecheck the parameters */
2054 if (meal->type != FLESH || !is_dragon_pl (op))
2055 return 0;
2056
2057 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2058 from the player's inventory */
2059 for (tmp = op->inv; tmp; tmp = tmp->below)
2060 if (tmp->type == FORCE)
2061 if (tmp->arch->archname == shstr_dragon_skin_force)
2062 skin = tmp;
2063 else if (tmp->arch->archname == shstr_dragon_ability_force)
2064 abil = tmp;
2065
2066 /* if either skin or ability are missing, this is an old player
2067 which is not to be considered a dragon -> bail out */
2068 if (skin == NULL || abil == NULL)
2069 return 0;
2070
2071 /* now start by filling stomache and health, according to food-value */
2072 if ((999 - op->stats.food) < meal->stats.food)
2073 op->stats.hp += (999 - op->stats.food) / 50;
2074 else
2075 op->stats.hp += meal->stats.food / 50;
2076 if (op->stats.hp > op->stats.maxhp)
2077 op->stats.hp = op->stats.maxhp;
2078
2079 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2080
2081 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2082
2083 /* on to the interesting part: chances for adding resistance */
2084 for (i = 0; i < NROFATTACKS; i++)
2085 {
2086 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2087 {
2088 /* got positive resistance, now calculate improvement chance (0-100) */
2089
2090 /* this bonus makes resistance increase easier at lower levels */
2091 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2092 if (i == abil->stats.exp)
2093 bonus += 5; /* additional bonus for resistance of ability-focus */
2094
2095 /* monster bonus increases with level, because high-level
2096 flesh is too rare */
2097 mbonus = op->level * 20. / ((double) settings.max_level);
2098
2099 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2100 ((double) settings.max_level)) - skin->resist[i];
2101
2102 if (chance >= 0.)
2103 chance += 1.;
2104 else
2105 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2106
2107 /* chance is proportional to amount of resistance (max. 50) */
2108 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2109
2110 /* doubled chance for resistance of ability-focus */
2111 if (i == abil->stats.exp)
2112 chance = MIN (100., chance * 2.);
2113
2114 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2115 if (rndm (10000) < (unsigned int) (chance * 100))
2116 {
2117 atnr_winner[winners] = i;
2118 winners++;
2119 }
2120
2121 if (chance >= 0.01)
2122 totalchance *= 1 - chance / 100;
2123
2124 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2125 }
2126 }
2127
2128 /* inverse totalchance as until now we have the failure-chance */
2129 totalchance = 100 - totalchance * 100;
2130 /* print message according to totalchance */
2131 if (totalchance > 50.)
2132 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2133 else if (totalchance > 10.)
2134 sprintf (buf, "The %s tasted very good.", &meal->name);
2135 else if (totalchance > 1.)
2136 sprintf (buf, "The %s tasted good.", &meal->name);
2137 else if (totalchance > 0.1)
2138 sprintf (buf, "The %s tasted bland.", &meal->name);
2139 else if (totalchance >= 0.01)
2140 sprintf (buf, "The %s had a boring taste.", &meal->name);
2141 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2142 sprintf (buf, "The %s tasted strange.", &meal->name);
2143 else
2144 sprintf (buf, "The %s had no taste.", &meal->name);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146
2147 /* now choose a winner if we have any */
2148 i = -1;
2149 if (winners > 0)
2150 i = atnr_winner[RANDOM () % winners];
2151
2152 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2153 {
2154 /* resistance increased! */
2155 skin->resist[i]++;
2156 op->update_stats ();
2157
2158 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2159 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2160 }
2161
2162 /* if this flesh contains a new ability focus, we mark it
2163 into the ability_force and it will take effect on next level */
2164 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2165 {
2166 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2167
2168 if (meal->last_eat != abil->stats.exp)
2169 {
2170 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2173 new_draw_info (NDI_UNIQUE, 0, op, buf);
2174 }
2175 else
2176 {
2177 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 abil->last_eat = 0;
2180 }
2181 }
2182 return 1;
2183 }
2184
2185 /**
2186 * Handles applying an improve armor scroll.
2187 * Does some sanity checks, then calls improve_armour.
2188 */
2189 static void
2190 apply_armour_improver (object *op, object *tmp)
2191 {
2192 object *armor;
2193
2194 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2195 {
2196 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2197 return;
2198 }
2199
2200 armor = find_marked_object (op);
2201
2202 if (!armor)
2203 {
2204 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.");
2205 return;
2206 }
2207
2208 if (armor->type != ARMOUR
2209 && armor->type != CLOAK
2210 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2211 {
2212 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2213 return;
2214 }
2215
2216 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2217 improve_armour (op, tmp, armor);
2218 }
2219
2220 extern void
2221 apply_poison (object *op, object *tmp)
2222 {
2223 if (op->type == PLAYER)
2224 {
2225 op->contr->play_sound (sound_find ("drink_poison"));
2226 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2227 strcpy (op->contr->killer, "poisonous booze");
2228 }
2229
2230 if (tmp->stats.hp > 0)
2231 {
2232 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2233 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2234 }
2235
2236 op->stats.food -= op->stats.food / 4;
2237 handle_apply_yield (tmp);
2238 decrease_ob (tmp);
2239 }
2240
2241 /**
2242 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2243 * A valid 2 way exit means:
2244 * -You can come back (there is another exit at the other side)
2245 * -You are
2246 * ° the owner of the exit
2247 * ° or in the same party as the owner
2248 *
2249 * Note: a owner in a 2 way exit is saved as the owner's name
2250 * in the field exit->name cause the field exit->owner doesn't
2251 * survive in the swapping (in fact the whole exit doesn't survive).
2252 */
2253 int
2254 is_legal_2ways_exit (object *op, object *exit)
2255 {
2256 if (exit->stats.exp != 1)
2257 return 1; /*This is not a 2 way, so it is legal */
2258
2259 #if 0 //TODO
2260 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2261 return 0; /* This is a reset town portal */
2262 #endif
2263
2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2265
2266 if (exitmap)
2267 {
2268 exitmap->load_sync ();
2269
2270 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271
2272 if (!tmp)
2273 return 0;
2274
2275 for (; tmp; tmp = tmp->above)
2276 {
2277 if (tmp->type != EXIT)
2278 continue; /*Not an exit */
2279
2280 if (!EXIT_PATH (tmp))
2281 continue; /*Not a valid exit */
2282
2283 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2284 continue; /*Not in the same place */
2285
2286 if (exit->map->path != EXIT_PATH (tmp))
2287 continue; /*Not in the same map */
2288
2289 /* From here we have found the exit is valid. However we do
2290 * here the check of the exit owner. It is important for the
2291 * town portals to prevent strangers from visiting your appartments
2292 */
2293 if (!exit->race)
2294 return 1; /*No owner, free for all! */
2295
2296 object *exit_owner = 0;
2297
2298 for_all_players (pp)
2299 {
2300 if (!pp->ob)
2301 continue;
2302
2303 if (pp->ob->name != exit->race)
2304 continue;
2305
2306 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2307 break;
2308 }
2309
2310 if (!exit_owner)
2311 return 0; /* No more owner */
2312
2313 if (exit_owner->contr == op->contr)
2314 return 1; /*It is your exit */
2315
2316 if (exit_owner && /*There is a owner */
2317 (op->contr) && /*A player tries to pass */
2318 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2319 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2320 return 0;
2321
2322 return 1;
2323 }
2324 }
2325
2326 return 0;
2327 }
2328
2329 /**
2330 * Main apply handler.
2331 *
2332 * Checks for unpaid items before applying.
2333 *
2334 * Return value:
2335 * 0: player or monster can't apply objects of that type
2336 * 1: has been applied, or there was an error applying the object
2337 * 2: objects of that type can't be applied if not in inventory
2338 *
2339 * op is the object that is causing object to be applied, tmp is the object
2340 * being applied.
2341 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special
2344 */
2345 int
2346 manual_apply (object *op, object *tmp, int aflag)
2347 {
2348 if (tmp->head)
2349 tmp = tmp->head;
2350
2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2352 {
2353 if (op->type == PLAYER)
2354 {
2355 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2356 return 1;
2357 }
2358 else
2359 return 0; /* monsters just skip unpaid items */
2360 }
2361
2362 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2363 return RESULT_INT (0);
2364
2365 switch (tmp->type)
2366 {
2367 case CF_HANDLE:
2368 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2369 op->play_sound (sound_find ("turn_handle"));
2370 tmp->value = tmp->value ? 0 : 1;
2371 SET_ANIMATION (tmp, tmp->value);
2372 update_object (tmp, UP_OBJ_FACE);
2373 push_button (tmp);
2374 return 1;
2375
2376 case TRIGGER:
2377 if (check_trigger (tmp, op))
2378 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2380 op->play_sound (sound_find ("turn_handle"));
2381 }
2382 else
2383 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2384
2385 return 1;
2386
2387 case EXIT:
2388 if (op->type != PLAYER)
2389 return 0;
2390
2391 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2392 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2393 else
2394 {
2395 /* Don't display messages for random maps. */
2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2397 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2398
2399 op->enter_exit (tmp);
2400 }
2401
2402 return 1;
2403
2404 case SIGN:
2405 apply_sign (op, tmp, 0);
2406 return 1;
2407
2408 case BOOK:
2409 if (op->type == PLAYER)
2410 {
2411 apply_book (op, tmp);
2412 return 1;
2413 }
2414 else
2415 return 0;
2416
2417 case SKILLSCROLL:
2418 if (op->type == PLAYER)
2419 {
2420 apply_skillscroll (op, tmp);
2421 return 1;
2422 }
2423 else
2424 return 0;
2425
2426 case SPELLBOOK:
2427 if (op->type == PLAYER)
2428 {
2429 apply_spellbook (op, tmp);
2430 return 1;
2431 }
2432 else
2433 return 0;
2434
2435 case SCROLL:
2436 apply_scroll (op, tmp, 0);
2437 return 1;
2438
2439 case POTION:
2440 apply_potion (op, tmp);
2441 return 1;
2442
2443 /* Eneq(@csd.uu.se): Handle apply on containers. */
2444 //TODO: remove, as it is unsed?
2445 case CLOSE_CON:
2446 apply_container (op, tmp->env);
2447 return 1;
2448
2449 case CONTAINER:
2450 apply_container (op, tmp);
2451 return 1;
2452
2453 case TREASURE:
2454 if (op->type == PLAYER)
2455 {
2456 apply_treasure (op, tmp);
2457 return 1;
2458 }
2459 else
2460 return 0;
2461
2462 case WEAPON:
2463 case ARMOUR:
2464 case BOOTS:
2465 case GLOVES:
2466 case AMULET:
2467 case GIRDLE:
2468 case BRACERS:
2469 case SHIELD:
2470 case HELMET:
2471 case RING:
2472 case CLOAK:
2473 case WAND:
2474 case ROD:
2475 case HORN:
2476 case SKILL:
2477 case BOW:
2478 case LAMP:
2479 case BUILDER:
2480 case SKILL_TOOL:
2481 if (tmp->env != op)
2482 return 2; /* not in inventory */
2483
2484 apply_special (op, tmp, aflag);
2485 return 1;
2486
2487 case DRINK:
2488 case FOOD:
2489 case FLESH:
2490 apply_food (op, tmp);
2491 return 1;
2492
2493 case POISON:
2494 apply_poison (op, tmp);
2495 return 1;
2496
2497 case SAVEBED:
2498 return 1;
2499
2500 case ARMOUR_IMPROVER:
2501 if (op->type == PLAYER)
2502 {
2503 apply_armour_improver (op, tmp);
2504 return 1;
2505 }
2506 else
2507 return 0;
2508
2509 case WEAPON_IMPROVER:
2510 check_improve_weapon (op, tmp);
2511 return 1;
2512
2513 case CLOCK:
2514 if (op->type == PLAYER)
2515 {
2516 char buf[MAX_BUF];
2517 timeofday_t tod;
2518
2519 get_tod (&tod);
2520 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2521 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2522 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2523 op->play_sound (sound_find ("sound_clock"));
2524 new_draw_info (NDI_UNIQUE, 0, op, buf);
2525 return 1;
2526 }
2527 else
2528 return 0;
2529
2530 case MENU:
2531 if (op->type == PLAYER)
2532 {
2533 shop_listing (tmp, op);
2534 return 1;
2535 }
2536 else
2537 return 0;
2538
2539 case POWER_CRYSTAL:
2540 apply_power_crystal (op, tmp); /* see egoitem.c */
2541 return 1;
2542
2543 case LIGHTER: /* for lighting torches/lanterns/etc */
2544 if (op->type == PLAYER)
2545 {
2546 apply_lighter (op, tmp);
2547 return 1;
2548 }
2549 else
2550 return 0;
2551
2552 case ITEM_TRANSFORMER:
2553 apply_item_transformer (op, tmp);
2554 return 1;
2555
2556 default:
2557 return 0;
2558 }
2559 }
2560
2561
2562 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2563 * messages as needed by player_apply_below(). But there can still be
2564 * "but you are floating high above the ground" messages.
2565 *
2566 * Same return value as apply() function.
2567 */
2568 int
2569 player_apply (object *pl, object *op, int aflag, int quiet)
2570 {
2571 int tmp;
2572
2573 if (op->env && (pl->move_type & MOVE_FLYING))
2574 {
2575 /* player is flying and applying object not in inventory */
2576 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2577 {
2578 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.>");
2579 return 0;
2580 }
2581 }
2582
2583 pl->contr->last_used = op;
2584
2585 tmp = manual_apply (pl, op, aflag);
2586 if (!quiet)
2587 {
2588 if (tmp == 0)
2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2590 else if (tmp == 2)
2591 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2592 }
2593
2594 return tmp;
2595 }
2596
2597 /**
2598 * player_apply_below attempts to apply the object 'below' the player.
2599 * If the player has an open container, we use that for below, otherwise
2600 * we use the ground.
2601 */
2602 void
2603 player_apply_below (object *pl)
2604 {
2605 int floors = 0;
2606
2607 /* If using a container, set the starting item to be the top
2608 * item in the container. Otherwise, use the map.
2609 * This is perhaps more complicated. However, I want to make sure that
2610 * we don't use a corrupt pointer for the next object, so we get the
2611 * next object in the stack before applying. This is can only be a
2612 * problem if player_apply() has a bug in that it uses the object but does
2613 * not return a proper value.
2614 */
2615 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2616 {
2617 next = tmp->below;
2618
2619 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2620 floors++;
2621 else if (floors > 0)
2622 return; /* process only floor objects after first floor object */
2623
2624 /* If it is visible, player can apply it. If it is applied by
2625 * person moving on it, also activate. Added code to make it
2626 * so that at least one of players movement types be that which
2627 * the item needs.
2628 */
2629 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2630 {
2631 if (player_apply (pl, tmp, 0, 1) == 1)
2632 return;
2633 }
2634 if (floors >= 2)
2635 return; /* process at most two floor objects */
2636 }
2637 }
2638
2639 /**
2640 * Unapplies specified item.
2641 * No check done on cursed/damned.
2642 * Break this out of apply_special - this is just done
2643 * to keep the size of apply_special to a more managable size.
2644 */
2645 static int
2646 unapply_special (object *who, object *op, int aflags)
2647 {
2648 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2649 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2650 return RESULT_INT (0);
2651
2652 CLEAR_FLAG (op, FLAG_APPLIED);
2653
2654 switch (op->type)
2655 {
2656 case SKILL_TOOL:
2657 // unapplying a skill tool should also unapply the skill it governs
2658 // but this is hard, as it shouldn't do so when the skill can
2659 // be used for other reasons
2660 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->skill == op->skill
2662 && tmp->type == SKILL
2663 && tmp->flag [FLAG_APPLIED]
2664 && !tmp->flag [FLAG_CAN_USE_SKILL])
2665 unapply_special (who, tmp, 0);
2666
2667 change_abil (who, op);
2668 break;
2669
2670 case WEAPON:
2671 if (player *pl = who->contr)
2672 if (op == pl->combat_ob)
2673 {
2674 pl->combat_ob = 0;
2675 who->change_weapon (pl->ranged_ob);
2676 }
2677
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2679
2680 change_abil (who, op);
2681 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2682 break;
2683
2684 case SKILL:
2685 if (who->contr)
2686 {
2687 if (!op->invisible)
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2689 else
2690 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2691 }
2692
2693 change_abil (who, op);
2694 CLEAR_FLAG (who, FLAG_READY_SKILL);
2695 break;
2696
2697 case ARMOUR:
2698 case HELMET:
2699 case SHIELD:
2700 case RING:
2701 case BOOTS:
2702 case GLOVES:
2703 case AMULET:
2704 case GIRDLE:
2705 case BRACERS:
2706 case CLOAK:
2707 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2708 change_abil (who, op);
2709 break;
2710
2711 case LAMP:
2712 {
2713 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2714
2715 object *tmp2 = arch_to_object (op->other_arch);
2716 tmp2->x = op->x;
2717 tmp2->y = op->y;
2718 tmp2->map = op->map;
2719 tmp2->below = op->below;
2720 tmp2->above = op->above;
2721 tmp2->stats.food = op->stats.food;
2722 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2723
2724 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2725 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2726
2727 if (who->contr)
2728 esrv_del_item (who->contr, op->count);
2729
2730 op->destroy ();
2731 insert_ob_in_ob (tmp2, who);
2732 who->update_stats ();
2733
2734 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2735 {
2736 if (who->contr)
2737 {
2738 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2739 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2740 }
2741 }
2742
2743 if (who->contr)
2744 esrv_send_item (who, tmp2);
2745 }
2746
2747 return 1; /* otherwise, an attempt to drop causes problems */
2748
2749 case BOW:
2750 case WAND:
2751 case ROD:
2752 case HORN:
2753 if (player *pl = who->contr)
2754 {
2755 if (op == pl->ranged_ob)
2756 {
2757 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob);
2759 }
2760
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2762 }
2763 else
2764 {
2765 who->change_skill (0);
2766
2767 if (op->type == BOW)
2768 CLEAR_FLAG (who, FLAG_READY_BOW);
2769 else
2770 CLEAR_FLAG (who, FLAG_READY_RANGE);
2771 }
2772
2773 break;
2774
2775 case BUILDER:
2776 if (who->contr)
2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2778 break;
2779
2780 default:
2781 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2782 break;
2783 }
2784
2785 who->update_stats ();
2786
2787 if (!(aflags & AP_NO_MERGE))
2788 {
2789 object *tmp = merge_ob (op, 0);
2790
2791 if (who->contr)
2792 {
2793 if (tmp)
2794 { /* it was merged */
2795 esrv_del_item (who->contr, op->count);
2796 op = tmp;
2797 }
2798
2799 esrv_send_item (who, op);
2800 }
2801 }
2802
2803 return 0;
2804 }
2805
2806 /**
2807 * Returns the object that is using location 'loc'.
2808 * Note that 'start' is the first object to start examing - we
2809 * then go through the below of this. In this way, you can do
2810 * something like:
2811 * tmp = get_next_item_from_body_location(who->inv, 1);
2812 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2813 * to find the second object that may use this location, etc.
2814 * Returns NULL if no match is found.
2815 * loc is the index into the array we are looking for a match.
2816 * don't return invisible objects unless they are skill objects
2817 * invisible other objects that use
2818 * up body locations can be used as restrictions.
2819 */
2820 static object *
2821 get_next_item_from_body_location (int loc, object *start)
2822 {
2823 for (object *tmp = start; tmp; tmp = tmp->below)
2824 if (tmp->flag [FLAG_APPLIED]
2825 && tmp->slot[loc].info
2826 && (!tmp->invisible || tmp->type == SKILL))
2827 return tmp;
2828
2829 return 0;
2830 }
2831
2832 /**
2833 * 'op' wants to apply an object, but can't because of other equipment.
2834 * This should only be called when it is known
2835 * that there are objects to unapply. This makes pretty heavy
2836 * use of get_item_from_body_location. It makes no intelligent choice
2837 * on objects - rather, the first that is matched is used.
2838 * Returns 0 on success, returns 1 if there is some problem.
2839 * if aflags is AP_PRINT, we instead print out waht to unapply
2840 * instead of doing it. This is a lot less code than having
2841 * another function that does just that.
2842 */
2843
2844 #define CANNOT_REMOVE_CURSED \
2845 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2846 "Praying over an altar, scrolls of remove curse/damnation, " \
2847 "priests or even other players might help.>"
2848
2849 int
2850 unapply_for_ob (object *who, object *op, int aflags)
2851 {
2852 if (op->is_range ())
2853 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2854 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2855 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2856 {
2857 if (aflags & AP_PRINT)
2858 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2859 else
2860 unapply_special (who, tmp, aflags);
2861 }
2862 else
2863 {
2864 /* In this case, we want to try and remove a cursed item.
2865 * While we know it won't work, we want unapply_special to
2866 * at least generate the message.
2867 */
2868 new_draw_info_format (NDI_UNIQUE, 0, who,
2869 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2870 query_name (tmp));
2871 return 1;
2872 }
2873
2874 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2875 {
2876 /* this used up a slot that we need to free */
2877 if (op->slot[i].info)
2878 {
2879 object *last = who->inv;
2880
2881 /* We do a while loop - may need to remove several items in order
2882 * to free up enough slots.
2883 */
2884 while ((who->slot[i].used + op->slot[i].info) < 0)
2885 {
2886 object *tmp = get_next_item_from_body_location (i, last);
2887
2888 if (!tmp)
2889 {
2890 #if 0
2891 /* Not a bug - we'll get this if the player has cursed items
2892 * equipped.
2893 */
2894 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2895 #endif
2896 return 1;
2897 }
2898
2899 /* If we are just printing, we don't care about cursed status */
2900 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2901 {
2902 if (aflags & AP_PRINT)
2903 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2904 else
2905 unapply_special (who, tmp, aflags);
2906 }
2907 else
2908 {
2909 /* Cursed item that we can't unequip - tell the player.
2910 * Note this could be annoying if this is just one of a few,
2911 * so it may not be critical (eg, putting on a ring and you have
2912 * one cursed ring.)
2913 */
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2915 }
2916
2917 last = tmp->below;
2918 }
2919 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2920 * return in the !tmp would have kicked in.
2921 */
2922 } /* if op is using this body location */
2923 } /* for body lcoations */
2924
2925 return 0;
2926 }
2927
2928 /**
2929 * Checks to see if 'who' can apply object 'op'.
2930 * Returns 0 if apply can be done without anything special.
2931 * Otherwise returns a bitmask - potentially several of these may be
2932 * set, but largely depends on circumstance - in the future, processing
2933 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2934 * is set, do we really care what the other flags may be?)
2935 *
2936 * See include/define.h for detailed description of the meaning of
2937 * these return values.
2938 */
2939 int
2940 can_apply_object (object *who, object *op)
2941 {
2942 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2943 return RESULT_INT (0);
2944
2945 int retval = 0;
2946 object *tmp = 0, *ws = 0;
2947
2948 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2949 {
2950 if (op->slot[i].info)
2951 {
2952 /* Item uses more slots than we have */
2953 if (who->slot[i].info + op->slot [i].info < 0)
2954 {
2955 /* Could return now for efficiency - rest of info below isn't
2956 * really needed.
2957 */
2958 retval |= CAN_APPLY_NEVER;
2959 }
2960 else if (who->slot[i].used + op->slot[i].info < 0)
2961 {
2962 /* in this case, equipping this would use more free spots than
2963 * we have.
2964 */
2965
2966 /* if we have an applied weapon/shield, and unapply it would free
2967 * enough slots to equip the new item, then just set "can
2968 * apply unapply". We don't care about the logic below - if you have a
2969 * shield equipped and try to equip another shield, there is only
2970 * one choice. However, the check for the number of body locations
2971 * does take into the account cases where what is being applied
2972 * may be two handed for example.
2973 */
2974 if (ws)
2975 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2976 {
2977 retval |= CAN_APPLY_UNAPPLY;
2978 continue;
2979 }
2980
2981 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2982 if (!tmp1)
2983 {
2984 #if 0
2985 /* This is sort of an error, but happens a lot when old players
2986 * join in with more stuff equipped than they are now allowed.
2987 */
2988 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2989 #endif
2990 retval |= CAN_APPLY_NEVER;
2991 }
2992 else
2993 {
2994 /* need to unapply something. However, if this something
2995 * is different than we had found before, it means they need
2996 * to apply multiple objects
2997 */
2998 retval |= CAN_APPLY_UNAPPLY;
2999
3000 if (!tmp)
3001 tmp = tmp1;
3002 else if (tmp != tmp1)
3003 retval |= CAN_APPLY_UNAPPLY_MULT;
3004
3005 /* This object isn't using up all the slots, so there must
3006 * be another. If so, and it the new item doesn't need all
3007 * the slots, the player then has a choice.
3008 */
3009 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3010 && abs (op->slot[i].info) < who->slot[i].info)
3011 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3012
3013 /* Does unequippint 'tmp1' free up enough slots for this to be
3014 * equipped? If not, there must be something else to unapply.
3015 */
3016 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3017 retval |= CAN_APPLY_UNAPPLY_MULT;
3018 }
3019 } /* if not enough free slots */
3020 } /* if this object uses location i */
3021 } /* for i -> num_body_locations loop */
3022
3023 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3024 * really be controlled by use of body locations. We do have
3025 * the weapon/shield checks, and the range checks for monsters,
3026 * because you can't control those just by body location - bows, shields,
3027 * and weapons all use the same slot. Similar for horn/rod/wand - they
3028 * all use the same location.
3029 */
3030 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3031 retval |= CAN_APPLY_RESTRICTION;
3032
3033 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3034 retval |= CAN_APPLY_RESTRICTION;
3035
3036 if (who->type != PLAYER)
3037 {
3038 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3039 retval |= CAN_APPLY_RESTRICTION;
3040
3041 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3042 retval |= CAN_APPLY_RESTRICTION;
3043
3044 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3045 retval |= CAN_APPLY_RESTRICTION;
3046
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION;
3049 }
3050
3051 return retval;
3052 }
3053
3054 /**
3055 * who is the object using the object. It can be a monster.
3056 * op is the object they are using. op is an equipment type item,
3057 * eg, one which you put on and keep on for a while, and not something
3058 * like a potion or scroll.
3059 *
3060 * function returns 1 if the action could not be completed, 0 on
3061 * success. However, success is a matter of meaning - if the
3062 * user passes the 'apply' flag to an object already applied,
3063 * nothing is done, and 0 is returned.
3064 *
3065 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3066 * AP_UNAPPLY=always unapply).
3067 *
3068 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items
3071 * AP_NO_READY: do not ready skills when applying skill tools
3072 *
3073 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3074 *
3075 * apply_special() doesn't check for unpaid items.
3076 */
3077
3078 #define LACK_ITEM_POWER \
3079 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3080
3081 int
3082 apply_special (object *who, object *op, int aflags)
3083 {
3084 int basic_flag = aflags & AP_BASIC_FLAGS;
3085 object *tmp, *tmp2, *skop = NULL;
3086
3087 if (who == NULL)
3088 {
3089 LOG (llevError, "apply_special() from object without environment.\n");
3090 return 1;
3091 }
3092
3093 if (op->env != who)
3094 return 1; /* op is not in inventory */
3095
3096 /* trying to unequip op */
3097 if (QUERY_FLAG (op, FLAG_APPLIED))
3098 {
3099 /* always apply, so no reason to unapply */
3100 if (basic_flag == AP_APPLY)
3101 return 0;
3102
3103 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3104 {
3105 new_draw_info_format (NDI_UNIQUE, 0, who,
3106 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3107 query_name (op));
3108 return 1;
3109 }
3110
3111 return unapply_special (who, op, aflags);
3112 }
3113
3114 if (basic_flag == AP_UNAPPLY)
3115 return 0;
3116
3117 // if the item is combat/ranged, wield the relevant slot first
3118 // to resolve conflicts.
3119 if (player *pl = who->contr)
3120 switch (op->slottype ())
3121 {
3122 case slot_combat: who->change_weapon (pl->combat_ob); break;
3123 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3124 }
3125
3126 splay (op);
3127
3128 /* Can't just apply this object. Lets see what not and what to do */
3129 if (int i = can_apply_object (who, op))
3130 {
3131 if (i & CAN_APPLY_NEVER)
3132 {
3133 new_draw_info_format (NDI_UNIQUE, 0, who,
3134 "You don't have the body to use a %s. H<You can never apply this item.>",
3135 query_name (op));
3136 return 1;
3137 }
3138 else if (i & CAN_APPLY_RESTRICTION)
3139 {
3140 new_draw_info_format (NDI_UNIQUE, 0, who,
3141 "You have a prohibition against using a %s. "
3142 "H<Your belief, profession or class prevents you from applying this item.>",
3143 query_name (op));
3144 return 1;
3145 }
3146
3147 if (who->type != PLAYER)
3148 {
3149 /* Some error, so don't try to equip something more */
3150 if (unapply_for_ob (who, op, aflags))
3151 return 1;
3152 }
3153 else
3154 {
3155 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3156 {
3157 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3158 unapply_for_ob (who, op, AP_PRINT);
3159 return 1;
3160 }
3161 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3162 if (unapply_for_ob (who, op, aflags))
3163 return 1;
3164 }
3165 }
3166
3167 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3168 {
3169 skop = find_skill_by_name (who, op->skill);
3170
3171 if (!skop)
3172 {
3173 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3174 return 1;
3175 }
3176 else
3177 /* While experience will be credited properly, we want to change the
3178 * skill so that the dam and wc get updated
3179 */
3180 who->change_skill (skop);
3181 }
3182
3183 if (who->type == PLAYER
3184 && op->item_power
3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3186 {
3187 new_draw_info (NDI_UNIQUE, 0, who,
3188 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3189 return 1;
3190 }
3191
3192 /* Ok. We are now at the state where we can apply the new object.
3193 * Note that we don't have the checks for can_use_...
3194 * below - that is already taken care of by can_apply_object.
3195 */
3196 if (op->nrof > 1)
3197 tmp = get_split_ob (op, op->nrof - 1);
3198 else
3199 tmp = 0;
3200
3201 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3202 return RESULT_INT (0);
3203
3204 switch (op->type)
3205 {
3206 case WEAPON:
3207 if (!check_weapon_power (who, op->last_eat))
3208 {
3209 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3210 "It would consume your soul!." LACK_ITEM_POWER);
3211
3212 if (tmp)
3213 insert_ob_in_ob (tmp, who);
3214
3215 return 1;
3216 }
3217
3218 //TODO: this obviously fails for players using a shorter prefix
3219 // i.e. "R" can use Ragnarok's sword.
3220 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3221 {
3222 /* if the weapon does not have the name as the character, can't use it. */
3223 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "The weapon does not recognize you as its owner. "
3226 "H<Its name indicates that it belongs to somebody else.>");
3227
3228 if (tmp)
3229 insert_ob_in_ob (tmp, who);
3230
3231 return 1;
3232 }
3233
3234 if (!skop)
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3237 return 1;
3238 }
3239
3240 SET_FLAG (op, FLAG_APPLIED);
3241 who->change_skill (skop);
3242
3243 if (who->contr)
3244 who->change_weapon (who->contr->combat_ob = op);
3245
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3247
3248 SET_FLAG (who, FLAG_READY_WEAPON);
3249 change_abil (who, op);
3250 break;
3251
3252 case ARMOUR:
3253 case HELMET:
3254 case SHIELD:
3255 case BOOTS:
3256 case GLOVES:
3257 case GIRDLE:
3258 case BRACERS:
3259 case CLOAK:
3260 case RING:
3261 case AMULET:
3262 SET_FLAG (op, FLAG_APPLIED);
3263 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3264 change_abil (who, op);
3265 break;
3266
3267 case LAMP:
3268 if (op->stats.food < 1)
3269 {
3270 new_draw_info_format (NDI_UNIQUE, 0, who,
3271 "Your %s is out of fuel! "
3272 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3273 return 1;
3274 }
3275
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3277 tmp2 = arch_to_object (op->other_arch);
3278 tmp2->stats.food = op->stats.food;
3279 SET_FLAG (tmp2, FLAG_APPLIED);
3280
3281 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3282 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3283
3284 insert_ob_in_ob (tmp2, who);
3285
3286 /* Remove the old lantern */
3287 if (who->type == PLAYER)
3288 esrv_del_item (who->contr, op->count);
3289
3290 op->destroy ();
3291
3292 /* insert the portion that was split off */
3293 if (tmp)
3294 {
3295 insert_ob_in_ob (tmp, who);
3296 if (who->type == PLAYER)
3297 esrv_send_item (who, tmp);
3298 }
3299
3300 who->update_stats ();
3301
3302 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3303 if (who->type == PLAYER)
3304 {
3305 new_draw_info (NDI_UNIQUE, 0, who,
3306 "Oops, it feels deadly cold! "
3307 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3308 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3309 }
3310
3311 if (who->type == PLAYER)
3312 esrv_send_item (who, tmp2);
3313
3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break;
3327
3328 case SKILL:
3329 if (player *pl = who->contr)
3330 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 new_draw_info_format (NDI_UNIQUE, 0, who,
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill);
3349 return 1;
3350
3351 found_weapon:;
3352 }
3353 else
3354 who->change_weapon (pl->combat_ob = op);
3355 }
3356 else if (IS_RANGED_SKILL (op->subtype))
3357 {
3358 if (skill_flags [op->subtype] & SF_NEED_BOW)
3359 {
3360 for (object *item = who->inv; item; item = item->below)
3361 if (item->type == BOW && item->flag [FLAG_APPLIED])
3362 {
3363 //TODO: bows should/must all have skill missile weapon right now
3364 who->change_weapon (pl->ranged_ob = item);
3365 goto found_bow;
3366 }
3367
3368 new_draw_info (NDI_UNIQUE, 0, who,
3369 "You need to apply a missile weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a missile weapon, to function.>");
3371 return 1;
3372
3373 found_bow:;
3374 }
3375 else
3376 who->change_weapon (pl->ranged_ob = op);
3377 }
3378
3379 if (!op->invisible)
3380 {
3381 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3383 }
3384 else
3385 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3386 }
3387 else
3388 {
3389 SET_FLAG (op, FLAG_APPLIED);
3390 change_abil (who, op);
3391 who->chosen_skill = op;
3392 SET_FLAG (who, FLAG_READY_SKILL);
3393 }
3394
3395 break;
3396
3397 case BOW:
3398 if (!check_weapon_power (who, op->last_eat))
3399 {
3400 new_draw_info (NDI_UNIQUE, 0, who,
3401 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3402
3403 if (tmp)
3404 insert_ob_in_ob (tmp, who);
3405
3406 return 1;
3407 }
3408
3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3410 {
3411 new_draw_info (NDI_UNIQUE, 0, who,
3412 "The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>");
3414 if (tmp)
3415 insert_ob_in_ob (tmp, who);
3416
3417 return 1;
3418 }
3419
3420 /*FALLTHROUGH*/
3421 case WAND:
3422 case ROD:
3423 case HORN:
3424 /* check for skill, alter player status */
3425
3426 if (!skop)
3427 {
3428 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3429 return 1;
3430 }
3431
3432 SET_FLAG (op, FLAG_APPLIED);
3433 who->change_skill (skop);
3434
3435 if (who->contr)
3436 {
3437 who->contr->ranged_ob = op;
3438
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3440
3441 if (op->type == BOW)
3442 {
3443 who->current_weapon = op;
3444 change_abil (who, op);
3445 new_draw_info_format (NDI_UNIQUE, 0, who,
3446 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3447 }
3448 }
3449 else
3450 {
3451 if (op->type == BOW)
3452 SET_FLAG (who, FLAG_READY_BOW);
3453 else
3454 SET_FLAG (who, FLAG_READY_RANGE);
3455 }
3456
3457 break;
3458
3459 case BUILDER:
3460 if (who->type == PLAYER)
3461 {
3462 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3463 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3464 unapply_special (who, who->contr->ranged_ob, 0);
3465
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3467
3468 who->contr->ranged_ob = op;
3469 }
3470 break;
3471
3472 default:
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3474 } /* end of switch op->type */
3475
3476 SET_FLAG (op, FLAG_APPLIED);
3477
3478 if (tmp)
3479 tmp = insert_ob_in_ob (tmp, who);
3480
3481 who->update_stats ();
3482
3483 /* We exclude spell casting objects. The fire code will set the
3484 * been applied flag when they are used - until that point,
3485 * you don't know anything about them.
3486 */
3487 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3488 SET_FLAG (op, FLAG_BEEN_APPLIED);
3489
3490 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3491 if (who->type == PLAYER)
3492 {
3493 new_draw_info (NDI_UNIQUE, 0, who,
3494 "Oops, it feels deadly cold! "
3495 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3496 SET_FLAG (op, FLAG_KNOWN_CURSED);
3497 }
3498
3499 if (who->type == PLAYER)
3500 {
3501 /* if multiple objects were applied, update both slots */
3502 if (tmp)
3503 esrv_send_item (who, tmp);
3504
3505 esrv_send_item (who, op);
3506 }
3507
3508 return 0;
3509 }
3510
3511 int
3512 monster_apply_special (object *who, object *op, int aflags)
3513 {
3514 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3515 return 1;
3516
3517 return apply_special (who, op, aflags);
3518 }
3519
3520 /**
3521 * Map was just loaded, handle op's initialisation.
3522 *
3523 * Generates shop floor's item, and treasures.
3524 */
3525 int
3526 auto_apply (object *op)
3527 {
3528 object *tmp = NULL, *tmp2;
3529 int i;
3530
3531 switch (op->type)
3532 {
3533 case SHOP_FLOOR:
3534 if (!op->has_random_items ())
3535 return 0;
3536
3537 do
3538 {
3539 i = 10; /* let's give it 10 tries */
3540 while ((tmp = generate_treasure (op->randomitems,
3541 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3542 if (tmp == NULL)
3543 return 0;
3544 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3545 {
3546 tmp->destroy ();
3547 tmp = NULL;
3548 }
3549 }
3550 while (!tmp);
3551
3552 tmp->x = op->x;
3553 tmp->y = op->y;
3554 SET_FLAG (tmp, FLAG_UNPAID);
3555 insert_ob_in_map (tmp, op->map, NULL, 0);
3556 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3557 identify (tmp);
3558 break;
3559
3560 case TREASURE:
3561 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3562 return 0;
3563
3564 while (op->stats.hp-- > 0)
3565 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3566 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3567
3568 /* If we generated an object and put it in this object inventory,
3569 * move it to the parent object as the current object is about
3570 * to disappear. An example of this item is the random_* stuff
3571 * that is put inside other objects.
3572 */
3573 for (tmp = op->inv; tmp; tmp = tmp2)
3574 {
3575 tmp2 = tmp->below;
3576 tmp->remove ();
3577
3578 if (op->env)
3579 insert_ob_in_ob (tmp, op->env);
3580 else
3581 tmp->destroy ();
3582 }
3583
3584 op->destroy ();
3585 break;
3586 }
3587 return tmp ? 1 : 0;
3588 }
3589
3590 /**
3591 * fix_auto_apply goes through the entire map every time a map
3592 * is loaded or swapped in and performs special actions for
3593 * certain objects (most initialization of chests and creation of
3594 * treasures and stuff). Calls auto_apply if appropriate.
3595 */
3596 void
3597 maptile::fix_auto_apply ()
3598 {
3599 if (!spaces)
3600 return;
3601
3602 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3603 for (object *tmp = ms->bot; tmp; )
3604 {
3605 object *above = tmp->above;
3606
3607 if (tmp->inv)
3608 {
3609 object *invtmp, *invnext;
3610
3611 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3612 {
3613 invnext = invtmp->below;
3614
3615 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3616 auto_apply (invtmp);
3617 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3618 {
3619 while ((invtmp->stats.hp--) > 0)
3620 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3621
3622 invtmp->randomitems = NULL;
3623 }
3624 else if (invtmp && invtmp->arch
3625 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3626 {
3627 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3628 /* Need to clear this so that we never try to create
3629 * treasure again for this object
3630 */
3631 invtmp->randomitems = NULL;
3632 }
3633 }
3634 /* This is really temporary - the code at the bottom will
3635 * also set randomitems to null. The problem is there are bunches
3636 * of maps/players already out there with items that have spells
3637 * which haven't had the randomitems set to null yet.
3638 * MSW 2004-05-13
3639 *
3640 * And if it's a spellbook, it's better to set randomitems to NULL too,
3641 * else you get two spells in the book ^_-
3642 * Ryo 2004-08-16
3643 */
3644 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3645 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3646 tmp->randomitems = NULL;
3647
3648 }
3649
3650 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3651 auto_apply (tmp);
3652 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3653 {
3654 while ((tmp->stats.hp--) > 0)
3655 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3656 tmp->randomitems = NULL;
3657 }
3658 else if (tmp->type == TIMED_GATE)
3659 {
3660 object *head = tmp->head != NULL ? tmp->head : tmp;
3661
3662 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3663 tmp->set_speed (0);
3664 }
3665 /* This function can be called everytime a map is loaded, even when
3666 * swapping back in. As such, we don't want to create the treasure
3667 * over and ove again, so after we generate the treasure, blank out
3668 * randomitems so if it is swapped in again, it won't make anything.
3669 * This is a problem for the above objects, because they have counters
3670 * which say how many times to make the treasure.
3671 */
3672 else if (tmp && tmp->arch && tmp->type != PLAYER
3673 && tmp->type != TREASURE && tmp->type != SPELL
3674 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3675 {
3676 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3677 tmp->randomitems = NULL;
3678 }
3679
3680 // close all containers
3681 else if (tmp->type == CONTAINER)
3682 tmp->flag [FLAG_APPLIED] = 0;
3683
3684 tmp = above;
3685 }
3686
3687 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3688 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3689 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3690 check_trigger (tmp, tmp->above);
3691 }
3692
3693 /**
3694 * Handles player eating food that temporarily changes status (resistances, stats).
3695 * This used to call cast_change_attr(), but
3696 * that doesn't work with the new spell code. Since we know what
3697 * the food changes, just grab a force and use that instead.
3698 */
3699 void
3700 eat_special_food (object *who, object *food)
3701 {
3702 object *force;
3703 int i, did_one = 0;
3704
3705 force = get_archetype (FORCE_NAME);
3706
3707 for (i = 0; i < NUM_STATS; i++)
3708 if (sint8 k = food->stats.stat (i))
3709 {
3710 force->stats.stat (i) = k;
3711 did_one = 1;
3712 }
3713
3714 /* check if we can protect the eater */
3715 for (i = 0; i < NROFATTACKS; i++)
3716 {
3717 if (food->resist[i] > 0)
3718 {
3719 force->resist[i] = food->resist[i] / 2;
3720 did_one = 1;
3721 }
3722 }
3723
3724 if (did_one)
3725 {
3726 force->set_speed (0.1);
3727 /* bigger morsel of food = longer effect time */
3728 force->duration = food->stats.food / 5;
3729 SET_FLAG (force, FLAG_APPLIED);
3730 change_abil (who, force);
3731 insert_ob_in_ob (force, who);
3732 }
3733 else
3734 force->destroy ();
3735
3736 /* check for hp, sp change */
3737 if (food->stats.hp != 0)
3738 {
3739 if (QUERY_FLAG (food, FLAG_CURSED))
3740 {
3741 assign (who->contr->killer, food->name);
3742 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3743 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3744 }
3745 else
3746 {
3747 if (food->stats.hp > 0)
3748 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3749 else
3750 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3751 who->stats.hp += food->stats.hp;
3752 }
3753 }
3754 if (food->stats.sp != 0)
3755 {
3756 if (QUERY_FLAG (food, FLAG_CURSED))
3757 {
3758 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3759 who->stats.sp -= food->stats.sp;
3760 if (who->stats.sp < 0)
3761 who->stats.sp = 0;
3762 }
3763 else
3764 {
3765 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3766 who->stats.sp += food->stats.sp;
3767 /* place limit on max sp from food? */
3768 }
3769 }
3770 who->update_stats ();
3771 }
3772
3773 /**
3774 * Designed primarily to light torches/lanterns/etc.
3775 * Also burns up burnable material too. First object in the inventory is
3776 * the selected object to "burn". -b.t.
3777 */
3778 void
3779 apply_lighter (object *who, object *lighter)
3780 {
3781 object *item;
3782 int is_player_env = 0;
3783
3784 item = find_marked_object (who);
3785 if (item)
3786 {
3787 if (lighter->last_eat && lighter->stats.food)
3788 { /* lighter gets used up */
3789 /* Split multiple lighters if they're being used up. Otherwise *
3790 * one charge from each would be used up. --DAMN */
3791 if (lighter->nrof > 1)
3792 {
3793 object *oneLighter = lighter->clone ();
3794
3795 lighter->nrof -= 1;
3796 oneLighter->nrof = 1;
3797 oneLighter->stats.food--;
3798 esrv_send_item (who, lighter);
3799 oneLighter = insert_ob_in_ob (oneLighter, who);
3800 esrv_send_item (who, oneLighter);
3801 }
3802 else
3803 lighter->stats.food--;
3804 }
3805 else if (lighter->last_eat)
3806 { /* no charges left in lighter */
3807 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3808 return;
3809 }
3810
3811 /* Perhaps we should split what we are trying to light on fire?
3812 * I can't see many times when you would want to light multiple
3813 * objects at once.
3814 */
3815
3816 if (who == item->in_player ())
3817 is_player_env = 1;
3818
3819 save_throw_object (item, AT_FIRE, who);
3820
3821 if (item->destroyed ())
3822 {
3823 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3824 /* Need to update the player so that the players glow radius
3825 * gets changed.
3826 */
3827 if (is_player_env)
3828 who->update_stats ();
3829 }
3830 else
3831 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3832 }
3833 else /* nothing to light */
3834 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3835
3836 }
3837
3838 /**
3839 * op made some mistake with a scroll, this takes care of punishment.
3840 * scroll_failure()- hacked directly from spell_failure
3841 */
3842 void
3843 scroll_failure (object *op, int failure, int power)
3844 {
3845 if (abs (failure / 4) > power)
3846 power = abs (failure / 4); /* set minimum effect */
3847
3848 if (failure <= -1 && failure > -15)
3849 { /* wonder */
3850 object *tmp;
3851
3852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3853 tmp = get_archetype (SPELL_WONDER);
3854 cast_wonder (op, op, 0, tmp);
3855 tmp->destroy ();
3856 }
3857 else if (failure <= -15 && failure > -35)
3858 { /* drain mana */
3859 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3860 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3861 if (op->stats.sp < 0)
3862 op->stats.sp = 0;
3863 }
3864 else if (settings.spell_failure_effects == TRUE)
3865 {
3866 if (failure <= -35 && failure > -60)
3867 { /* confusion */
3868 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3869 confuse_player (op, op, power);
3870 }
3871 else if (failure <= -60 && failure > -70)
3872 { /* paralysis */
3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3874 paralyze_player (op, op, power);
3875 }
3876 else if (failure <= -70 && failure > -80)
3877 { /* blind */
3878 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3879 blind_player (op, op, power);
3880 }
3881 else if (failure <= -80)
3882 { /* blast the immediate area */
3883 object *tmp = get_archetype (LOOSE_MANA);
3884 cast_magic_storm (op, tmp, power);
3885 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3886 tmp->destroy ();
3887 }
3888 }
3889 }
3890
3891 void
3892 apply_changes_to_player (object *pl, object *change)
3893 {
3894 int excess_stat = 0; /* if the stat goes over the maximum
3895 for the race, put the excess stat some
3896 where else. */
3897
3898 switch (change->type)
3899 {
3900 case CLASS:
3901 {
3902 living *stats = &(pl->contr->orig_stats);
3903 living *ns = &(change->stats);
3904 object *walk;
3905 int flag_change_face = 1;
3906
3907 /* the following code assigns stats up to the stat max
3908 * for the race, and if the stat max is exceeded,
3909 * tries to randomly reassign the excess stat
3910 */
3911 int i, j;
3912
3913 for (i = 0; i < NUM_STATS; i++)
3914 {
3915 int race_bonus = pl->arch->stats.stat (i);
3916 sint8 stat = stats->stat (i) + ns->stat (i);
3917
3918 if (stat > 20 + race_bonus)
3919 {
3920 excess_stat++;
3921 stat = 20 + race_bonus;
3922 }
3923
3924 stats->stat (i) = stat;
3925 }
3926
3927 for (j = 0; excess_stat > 0 && j < 100; j++)
3928 { /* try 100 times to assign excess stats */
3929 int i = rndm (0, 6);
3930
3931 if (i == CHA)
3932 continue; /* exclude cha from this */
3933
3934 int stat = stats->stat (i);
3935 int race_bonus = pl->arch->stats.stat (i);
3936 if (stat < 20 + race_bonus)
3937 {
3938 change_attr_value (stats, i, 1);
3939 excess_stat--;
3940 }
3941 }
3942
3943 /* insert the randomitems from the change's treasurelist into
3944 * the player ref: player.c
3945 */
3946 if (change->randomitems != NULL)
3947 give_initial_items (pl, change->randomitems);
3948
3949 /* set up the face, for some races. */
3950
3951 /* first, look for the force object banning
3952 * changing the face. Certain races never change face with class.
3953 */
3954 for (walk = pl->inv; walk != NULL; walk = walk->below)
3955 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3956 flag_change_face = 0;
3957
3958 if (flag_change_face)
3959 {
3960 pl->animation_id = GET_ANIM_ID (change);
3961 pl->face = change->face;
3962
3963 if (QUERY_FLAG (change, FLAG_ANIMATE))
3964 SET_FLAG (pl, FLAG_ANIMATE);
3965 else
3966 CLEAR_FLAG (pl, FLAG_ANIMATE);
3967 }
3968
3969 /* check the special case of can't use weapons */
3970 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3971 if (!strcmp (change->name, "monk"))
3972 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3973
3974 break;
3975 }
3976 }
3977 }
3978
3979 /**
3980 * This handles items of type 'transformer'.
3981 * Basically those items, used with a marked item, transform both items into something
3982 * else.
3983 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3984 * Change information is contained in the 'slaying' field of the marked item.
3985 * The format is as follow: transformer:[number ]yield[;transformer:...].
3986 * This way an item can be transformed in many things, and/or many objects.
3987 * The 'slaying' field for transformer is used as verb for the action.
3988 */
3989 void
3990 apply_item_transformer (object *pl, object *transformer)
3991 {
3992 object *marked;
3993 object *new_item;
3994 char *find;
3995 char *separator;
3996 int yield;
3997 char got[MAX_BUF];
3998 int len;
3999
4000 if (!pl || !transformer)
4001 return;
4002
4003 marked = find_marked_object (pl);
4004
4005 if (!marked)
4006 {
4007 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4008 return;
4009 }
4010
4011 if (!marked->slaying)
4012 {
4013 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4014 return;
4015 }
4016
4017 /* check whether they are compatible or not */
4018 find = strstr (marked->slaying, transformer->arch->archname);
4019 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4020 {
4021 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4022 return;
4023 }
4024
4025 find += strlen (transformer->arch->archname) + 1;
4026 /* Item can be used, now find how many and what it yields */
4027 if (isdigit (*(find)))
4028 {
4029 yield = atoi (find);
4030 if (yield < 1)
4031 {
4032 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4033 yield = 1;
4034 }
4035 }
4036 else
4037 yield = 1;
4038
4039 while (isdigit (*find))
4040 find++;
4041 while (*find == ' ')
4042 find++;
4043
4044 memset (got, 0, MAX_BUF);
4045
4046 if ((separator = strchr (find, ';')) != NULL)
4047 len = separator - find;
4048 else
4049 len = strlen (find);
4050
4051 if (len > MAX_BUF - 1)
4052 len = MAX_BUF - 1;
4053
4054 strcpy (got, find);
4055 got[len] = '\0';
4056
4057 /* Now create new item, remove used ones when required. */
4058 new_item = get_archetype (got);
4059 if (!new_item)
4060 {
4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4062 return;
4063 }
4064
4065 new_item->nrof = yield;
4066 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4067 insert_ob_in_ob (new_item, pl);
4068 esrv_send_inventory (pl, pl);
4069 /* Eat up one item */
4070 decrease_ob_nr (marked, 1);
4071
4072 /* Eat one transformer if needed */
4073 if (transformer->stats.food)
4074 if (--transformer->stats.food == 0)
4075 decrease_ob_nr (transformer, 1);
4076 }